Z-TECHNOLOGY
This is One possible version of X2 Technology out of Many Possibilities. Z-Technology is my own personal vision regarding what X2 Technology could Possibly turn out to be like. This is most certainly NOT the X2 that ADB will publish in the future (nor does it seek to be). Primary reasons for this include Lack of Trade Wars Historical Info, Completely Different Empires, and Different Design Goals.
Instead, Z-Technology provides something intriguing to Explore, Examine, Design, and ultimately, Playtest. But Z-Technology’s Origins must begin by answering basic questions about X2 (since Z-Technology is intended to be More Advanced than X-Technology). Z-Technology is commonplace on all starships in the Intergalactic Assemblage of Systems where Ichaborn inexplicably finds himself.
PROBLEM: X2 Ships need to be Superior to X1 Ships and Far Superior to X0 Ships.
SOLUTION: There are Many Areas where X2 should be “Superior.” These include Speed, Turning Ability, Defense (Shields+), Direct-Fire Weapons, Drones, Seeking Weapons, Phasers, Shuttles, Labs, Special Sensors, Tractor Beams, Transporters, Repair (Damage Control), Reserve Power, Energy Generation, Phaser Capacitor, Command Boxes, Probes, Acceleration, Deceleration, HET’s, TAC’s, and More. So saying that X2 needs to be “Superior” to X1/X0 is Too Generic. Each Specific Area needs to be Examined and then the Total Picture (Sum of All Its Parts) needs to be Reviewed.
PROBLEM: X2 needs to have a New Paradigm, not just Better Improvements. It needs to be Different in Design from X1 and X0.
SOLUTION: I agree with this. X1/X0 presented a Linear Progression of Technology with Ever-Increasing Abilities. X2 should have some kind of New Design Philosophy that separates it from previous iterations.
Z-Technology succeeds in this aspect by introducing Artificial Intelligence, a Sophisticated Capacitor, Ultra-Fast Movement, a Superior Defense System, Improved Reserve Power, and Advanced Power Generation. These things go beyond adding New Boxes with Rules. They are Inherent Factors resulting from the Design (Construction) of Z-Technology starships.
PROBLEM: X2 SSD’s cannot be Too Large. This includes Shields. The SSD’s need to be Smaller if possible.
SOLUTION: What we don’t want is Boxes that are Running Off the Page. So Many Boxes it requires 2-4 Pages for each SSD. Z-Technology seeks to solve this by making Boxes More Effective and More Efficient, rather than More Numerous. Of course, you can only do so much. A certain number of boxes is required.
PROBLEM: X2 Ships need to Maneuver in Combat. There has to be a Need to Maneuver.
SOLUTION: The Need to Maneuver comes from Offense (Bringing your Weapons into Arc and Range) and Defense (Protecting Weak Shields/Promoting Strong Shields). Making Phasers and Heavy Weapons 360 degrees reduces the Need to Maneuver. 360 degree Shields does the same.
Z-Technology does not employ purely 360 degree Phasers, thereby Forcing Maneuver to occur. However, some Shielding and Defenses in Z-Technology is 360, resulting in Less Maneuver in Certain Situations. There was no way to avoid this to achieve the Design Goals I desired. A compromise had to be settled upon.
PROBLEM: X2 Combat needs to be Tactically Viable. There needs to be a Need for Strategy and the Implementation of Tactics that Work.
SOLUTION: Forcing Maneuver is one way to ensure the Use of Tactics. But it goes beyond that. Weapons, Defenses, Movement, and Energy cannot be Overpowered (Too Good). This is because there Needs to be a Challenge (which is why Good Tactics are Needed to Win). If Everything is Overpowered, there is No Challenge and therefore, No Need to Use Tactics. Most importantly, there must be Balance between Starships (creating the Need to Use Tactics to Win).
Z-Technology seeks to keep all of these things in mind as SSD’s are Designed/Rules are Created.
PROBLEM: X2 Ships cannot be “General War on Steroids.” X2 needs to feel Natural, not Overpowered.
SOLUTION: This is a Subjective Statement. What is “Steroids” to one person, will not be to another. As improvements in technology are needed, there is no way to escape the feeling of things being Overpowered. Z-Technology seeks to address this by creating Balance in SSD Designs (all of which use the Same Technology).
PROBLEM: X2 cannot make SFB “Broken.” It still needs to be Playable, Enjoyable, and Tactical.
SOLUTION: This is True. It would be very easy to make up/incorporate a rule that will “Break” the game. But with Careful Design and Thorough Playtesting, “Breaking the Game” can be avoided.
PROBLEM: X2 must be Backward-Compatible with X1 and X0. It must play smoothly with these Old Eras.
SOLUTION: Most certainly. A statement was made that X2 will make X1 and (especially) X0 obsolete, therefore it was not a good thing. But I disagree. If designed properly, X2 should interact with X1/X0 with no problems. In fact, there should be intrigue due to all the new possibilities that are now possible between these different technological eras.
Z-Technology will work well with both X1 and X0.
PROBLEM: X2 should not have Excessive New Rules.
SOLUTION: I agree with this, but it may be unavoidable. A light rulebook is fine, in my opinion, but a huge book the size of the Omega Master Rulebook is unnecessary.
To avoid this, Z-Technology seeks to make use of Already Published Rules (instead of Creating New Ones) whenever possible.
PROBLEM: X2 should have New Systems.
SOLUTION: There has to a Purpose/Reason for a New System. It can’t be a New System just to Be Different. If there is Appropriate Justification, I don’t see a problem with a New System. But careful thought must be given as to whether the New System “Breaks” anything else.
PROBLEM: X2 should be More Efficient in Power Usage.
SOLUTION: This is very important in Z-Technology. Instead of just Increasing Power, make its usage More Efficient.
PROBLEM: X2 has made Fighters Obsolete.
SOLUTION: This is one major area where Z-Technology will differ from the Official X2. Fighters have long been part of the game and many Tactics/SSD’s have been developed for Fighters. So in Z-Technology, Fighters (and Carriers) will live on (not just in the “Hydrans”).
But there needs to be Improvements in Z-Technology Fighters over X1/X0 Fighters. This will take the form of “Hiver-Like” Fighters that use their own form of On-The-Fly Energy Allocation.
PROBLEM: X2 needs to have better Phasers than X1 (Rapid Pulse Capability).
SOLUTION: Z-Technology Phasers (PH-Z) will indeed be better than a PH-1, but will lack the ability to Rapid Pulse. This is because of the development of the Defense Field (which removed the need to Rapid Pulse). The PH-Z will be based on the Radiation Phaser (Auto-Hit), but will score More Damage, have Better Range, and be More Energy Efficient.
PROBLEM: X2 needs to have Better Phaser Capacitors (Double the Amount of Phasers).
SOLUTION: Z-Technology solves this by implementing a Central Capacitor on each starship which Stores More Energy, is More Efficient, Self-Regenerates, and Serves Other Functions.
PROBLEM: X2 needs to have more Total Power than X1 (Warp + Impulse + APR).
SOLUTION: This is only true if the Cost to Perform Functions is the Same as X1/X0. But if there is Better Efficiency in terms of Cost, the Total Power does not have to be so high. Z-Technology employs this Concept of Better Efficiency.
PROBLEM: X2 needs to have Better Shields (Overall Defense) than X1.
SOLUTION: Here we have one of the main points of contention with X2. Rather than using a Damage Ratio based on Different Eras,
Z-Technology seeks to provide Better Defense with Existing Systems. In particular, Z-Technology starships will possess a 7th Shield which Regenerates (not completely) and Neutronium Armor to Protect Key Systems. The fact that these rules already exist helps to keep the introduction of new rules to a minimum.
A Regenerating 7th Shield was chosen because a Minimum Amount of Damage will be required to score Permanent Damage. Minor Damage and Long-Range Sniping will be made Obsolete by the Regenerating 7th Shield. Only a Heavy Alpha Strike will penetrate it to cause lasting damage.
Much thought and consideration was given to implementing (Helgardian) Rotary Shields either in addition to or in place of the Regenerating 7th Shield. While the ability to shift the Rotary Shields every 8 Impulses was attractive, it also created the need for more bookkeeping. The Regenerating 7th Shield keeps Gameplay Fast and Simple, while allowing the owning player to choose when and exactly how much damage (if any) he wants to accept on the 7th Shield. In the final analysis, the 7th Shield was chosen over the Rotary Shields, because of its simplicity, effectiveness, efficiency, and small space taken up on the SSD.
Neutronium Armor was chosen, not only because it made the starship more durable, but the rules already exist (eliminating the need to introduce new rules). However, I found that it didn’t make sense to have a FH/RH protecting the same key systems, so Neutronium Armor in Z-Technology will be 360 degrees.
Standard Shields will be reduced slightly to account for the existence of the 7th Shield and Neutronium Armor. This will help to reduce space on the SSD.
Overall, when you compare the Overall Defense of Z-Technology with X1/X0, it is Far Superior without resorting to a Damage Ratio System based on Different Eras. The Integrated Defense Field present on all Z-Technology starships adds to this fact.
PROBLEM: X2 needs to have More Warp than X1 (Speed 31).
SOLUTION: This was a tough one, since this rule (Speed 31) was not supposed to be broken. My original solution was to give Z-Technology CA’s a 1/2 Movement Cost. This would reduce the amount of Warp Boxes needed, while still allowing the starship to move quickly.
But what I really wanted was for my Z-Technology starships to move faster than Speed 31. Skip Warp Movement provided the answer I was looking for. While not exactly breaking the Speed Barrier, it did allow starships to move 2 Hexes each impulse instead of just 1 Hex. Overall, this resulted in Double the Movement. It was a Pseudo-Solution which was good enough. Plus the Rules for Skip Warp already existed, eliminating the need for New Rules.
Of course, opponents will argue that only the Nicozians should use Skip Warp. Well, you can’t em all. Techno-Babble can explain everything in the end. What’s most important is Functionality on the Tabletop while pursuing your Design Goals.
PROBLEM: X2 needs to have Better Turn Modes than X1.
SOLUTION: This can be handled directly with the Turn Mode Box on Z-Technology SSD’s. I wanted to have the Turn Mode reduced if the CPU gets destroyed, but that would require an additional Turn Mode Box on the SSD. So I ended up dropping this idea for now. Maybe someday I will think of a way to implement it without cluttering up the SSD further.
PROBLEM: X2 needs to have Better Batteries (Reserve Power) than X1 (3 points each).
SOLUTION: Z-Technology handles this in three different ways. This first and most important is that Batteries are Self-Restoring (Slowly). Similar to the Alunda, this is already a decisive advantage. Secondly, Z-Technology Batteries will hold more power. Third, lowering the Overall Energy Usage (Increasing Energy Efficiency) of Weapons/Systems eliminates the need for a great amount of Reserve Power.
PROBLEM: X2 needs to have Better Reactors than X1 (2 points each).
SOLUTION: AZR’s will generate 3 points each.
PROBLEM: X2 needs to have Better Heavy Weapons than X1 (Fast-Load).
SOLUTION: Z-Technology Heavy Weapons will be More Powerful (More Damage), but will not have a Fast-Load Ability. This is because the Basis for All Heavy Weapons is the Photon and the Disruptor. The Photon is a 2-Turn, Inaccurate, Major Damage Weapon. The Disruptor is a 1-Turn, Accurate, Minor Damage Weapon. I wanted to keep with these Design Attributes in Z-Technology. Fast-Loading (even with the Range 15 Limit) negates some of these attributes. Careful construction of Z-Technology Heavy Weapons along with Solid Playtesting should solve this issue.
In addition, Z-Technology Heavy Weapons will have a “Penetrating Factor” that allows a portion of damage to Bypass Standard Shields. Only Z-Technology’s 7th Shield will be able to stop this “Penetrating Factor.” This is yet another way in which Z-Technology starships are Superior (and More Deadly) to X1/X0 starships.
PROBLEM: X2 needs to have Better Plasma Weapons than X1 (Fast-Load, Rapid Load, Sabot, Carronade).
SOLUTION: Sabots already move at Speed 40. Fast-Loads yield PL-F’s while Rapid Loads allow 2-Turn Arming with Costs Combined. I have always liked the 3-Turn Plasma and will probably keep that with Z-Technology. This will also match the 2-Turn Photon and 1-Turn Disruptor idea.
Z-Technology Plasmas will therefore be Better than X1/X0 Plasmas by doing More Damage (PL-R), Moving at Speed 64 (2 Hexes per Impulse), Being More Resistant to Damage (3:1), and possibly having more Built-In ECM.
PROBLEM: X2 needs to have Better Drones than X1 (Payload Spaces, Drone Mixtures, Warhead, Damage, Speed, Endurance).
SOLUTION: Z-Technology Drones will use Skip Warp to move 2 Hexes per Impulse. Beyond that, Z-Technology Drones will be identical to the Drones introduced in X1 and Standard Drones. I may, in the future, introduce New Drone Types. Super-Fast Movement will already be a Key Advantage to Z-Technology Drones.
While deadly, Z-Technology Drones should seek to do the same thing as Standard Drones, namely Control Space on the Map and Overwhelm the Enemy with Numbers. However, this will be difficult with the Z-Technology Defense Field. Most likely, Tactics with Z-Technology Drones will have to be modified so that launching is Staggered, as opposed to All-At-Once (in the Same Hex).
PROBLEM: X2 needs to have Better EW than X1 (Sensor Rating +2).
SOLUTION: In order to keep using the Same EW Rules, Z-Technology EW will probably max out at 10 or 12 (instead of 8). It will probably be easiest to say “Double your Sensor Rating.”
PROBLEM: X2 needs to have Better Shield Repair (1 Shield Box per 1 Point in Damage Control).
SOLUTION: Standard Z-Technology CA’s will have 8 as the Highest Damage Control Box. This will result in More Shield Boxes being repaired per turn. This fact combined with the Regenerative 7th Shield will make Shield Repair better in Z-Technology than X1/X0.
PROBLEM: X2 needs to have Better Aegis Fire Control (Two Shots with Limited Aegis).
SOLUTION: This is easily solved by giving Z-Technology starships Full Aegis.
PROBLEM: X2 needs to have Better Seeking Weapon Control (Double Sensor Rating).
SOLUTION: Double the Sensor Rating is already a lot. I’m not sure that Triple the Sensor Rating is needed. It is a possibility if you can get that many Drones/Plasmas on the board at once.
PROBLEM: X2 needs to have Better Special Sensors.
SOLUTION: With Z-Technology, this will take the form of Reduced Blinding and Expanded Special Sensor Abilities.
PROBLEM: X2 needs to have Better Weapon Statuses than X1 (WS-II 50% Phaser Capacitor, WS-III 100% Phaser Capacitor.)
SOLUTION: Z-Technology Weapon Statuses will have to be Redefined due to the Central Capacitor.
PROBLEM: X2 needs to have Better Damage Control than X1.
SOLUTION: This was answered under “Better Shielding.” Standard Z-Technology CA’s will have 8 as the Highest Damage Control Box. This will result in Shield Boxes being repaired per turn. This fact combined with the Regenerative 7th Shield will make Shield Repair better in Z-Technology than X1/X0.
PROBLEM: X2 needs to have Better Labs than X1 (+1 to Result before Lab Multiplication).
SOLUTION: Research Labs (RLAB’s) will be More Efficient and may have More Abilities than Standard Labs. RLAB’s will also generate Power.
PROBLEM: X2 needs to have Better Tractors than X1.
SOLUTION: Z-Technology starships use Integrated Warp Tractors (IWT’s). Abilities will include Tractor Energy Pools, Improved Tractor Beams with Extended Range, Negative Tractor, and Warp Shunting. Tractor Crush and Tractor Punch will be Deleted (never liked them and a bit unbalanced). The Pressure Field is unnecessary due to the Z-Technology’s Defense Field.
PROBLEM: X2 needs to have Better Transporters than X1.
SOLUTION: Z-Technology starships use Quantum Transporters (QT’s) and Transporter Links. The Transporter Function of the QT’s may need to be enhanced.
PROBLEM: X2 needs to have Better Admin Shuttles than X1.
SOLUTION: Improved Admin Shuttles is something discarded in X1. But Z-Technology will incorporate this feature. It will most likely include Speed 8, Damage 8 Admin Shuttles carrying a PH-1 (now considered something like a PH-3 when compared to the new PH-Z).
PROBLEM: X2 needs to have Better Probes than X1.
SOLUTION: Z-Technology will feature Improved Probes for Gathering Information. May possibly use Particle Probes for inspiration.
PROBLEM: X2 needs to have Better Fire Control than X1 (2 Points ECCM).
SOLUTION: Z-Technology may increase the free ECCM points to 4.
PROBLEM: X2 needs to have Better Maulers than X1.
SOLUTION: With Z-Technology, this will probably take the form of an Increased Energy:Damage Ratio, Extended Range, and a Wider Firing Arc.
PROBLEM: X2 needs to have Better Cloaks than X1 (4-Impulse Fade Out).
SOLUTION: Z-Technology may improve this to a 3-Impulse Fade Out. Or there may be a way to introduce Other Cloaking Benefits.
PROBLEM: X2 needs to have Better PF’s than X1 (which remain the same as X0 PF’s).
SOLUTION: PF’s will probably benefit from all the Improved Z-Technology Benefits. Still, it is possible that other PF Advancements could be introduced with Z-Technology.
PROBLEM: X2 needs to have Better PFT’s than X1.
SOLUTION: This will go along with (and depend on) the answer above.
PROBLEM: X2 needs to have Better Tugs than X1.
SOLUTION: If implemented in Z-Technology, this will most likely take the form of Improved Pods and More Efficient Tugs.
PROBLEM: X2 needs to have Better Wild Weasels than X1 (2 Points ECCM does not void WW).
SOLUTION: Need to think about this. Wild Weasels may not be used as much due to the Defense Field. And using a Z-Admin Shuttle for a WW may not be practical.
PROBLEM: X2 needs to have Better Suicide Shuttles than X1 (same as X0).
SOLUTION: Z-Technology may feature More Damage for a More Efficient Energy Cost.
PROBLEM: X2 needs to have Better Scatterpacks than X1 (same as X0).
SOLUTION: Z-Technology may feature 8 Drones per Scatterpack instead of 6. Or Other Improvements may be implemented instead.
PROBLEM: X2 needs to have Better Acceleration than X1 (Previous Turn or 15).
SOLUTION: With Skip Warp, this rule can stay the same in Z-Technology.
PROBLEM: X2 needs to have Better Tactical Maneuvers than X1 (6/turn).
SOLUTION: Z-Technology will allow 8/turn.
PROBLEM: X2 needs to have Better HET’s than X1 (2 first-time HET bonuses).
SOLUTION: Z-Technology may allow 3 first time HET bonuses. Furthermore, HET’s can be performed with Skip Warp (which is normally not allowed).
PROBLEM: X2 needs to have Better Emergency Deceleration than X1 (12-Impulse Post Deceleration).
SOLUTION: Z-Technology may reduce the Post Deceleration Period to 8-Impulses. Emergency Deceleration will be possible under Skip Warp with Z-Technology.
PROBLEM: X2 needs to have Better Speed Changes than X1 (every 6 Impulses).
SOLUTION: Z-Technology will allow Speed Changes every 4 Impulses.
PROBLEM: X2 needs to have New Ship Abilities beyond X1/X0.
SOLUTION: Z-Technology will feature Several New Ship Abilities due to the New Design Paradigm. The Regenerating 7th Shield and Neutronium Armor have already been mentioned.
The Central Capacitor will allow Phasers, Heavy Weapons, and Devices to draw from it. There will no longer be a need for Separate Capacitors for each item. This Central Capacitor will be Self-Restoring (slowly).
The Defense Field is a Phaser Fuction that was developed to counter Drones, Fighters, Suicide Shuttles, and Plasmas. It will function similar to an ESG/SEG/IPG.
All Z-Technology starships will combine Quantum Transporters (QT) with Warp Movement (normally not possible). QT usage will be limited, but will introduce a Tactical Dimensional never before possible. Similar to Self Displacement, Z-Technology starships can now “Disappear and Reappear” to a limited extent during a battle. This ability, combined with Skip Warp, will greatly overhaul Tactics. These powers make
Z-Technology far Superior to X1/X0 starships.
It will be standard on Z-Technology starships to make use of (Triangulum) Powered Armor.
All Z-Technology starships will have an Artificial Intelligence integrated into the system. This will take the form of a CPU which is hit on Command Hits on the DAC. Benefits will resemble the Drex CPU and Computer-Controlled Ships, without being Too Overpowered. So each ability will have to be carefully reviewed and playtested. I also wanted the Z-Technology starship to lose these abilities if the CPU gets destroyed, but this may cause SSD and Gameplay Complications.
Because of the Built-In Artificial Intelligence, all Z-Technology starships will come standard with Robots. These Robots will be Tougher and Stronger than regular Crew Units.
The PH-Z can fire at Half Strength, causing Half Damage for Half the Energy Cost. This is not Rapid Pulse, but rather just Half Power.
Z-Technology starships will also feature Non-Weapon Options (NWO), Power Options, Optional Weapons, New Systems, and Other Systems Not Normally Standard on starships.
Z-Technology starships will employ Warp Field Distortion Mines as standard implements. This is meant to be a More Powerful/Deadly Version of Transporter Bombs. Z-Technology Starships will carry 8 Standard Transporter Bombs instead of the 6 used in X1.
Viral Warfare was always intended for one of the Genesis Galaxies and Z-Technology is the perfect time to introduce it. Based on the Sensor Rating, Viral Warfare will function similar to Electronic Warfare. However, X1/X0 starships will be Particularly Vulnerable to Viral Warfare. This is yet another way that Z-Technology is Superior to X1/X0.
IN CONCLUSION:
Z-Technology provides the Foundation to create SSD’s for the Intergalactic Assemblage of Systems. This bold and exciting future features ONE POSSIBLE EQUIVALENT OF X2, but obviously is NOT THE TRUE X2 (TO BE LATER PUBLISHED BY ADB). I believe there are DIFFERENT POSSIBLE VERSIONS OF X2, BUT ONLY ONE OFFICIAL X2 (TO BE LATER PUBLISHED BY ADB). Over the years, players have come up with their own versions of X2, particularly Donald Miller, several other SFB Websites (which no longer exist), and all the X2 Ideas proposed on the BBS. Not to mention the Outdated and Obsolete Original Second-Generation Rules. My Z-Technology is not the Best Version of X2, nor the Be-All-End-All of X2 Ideas, but instead is simply a Version of X2 that Works (Achieves its Design Goals) and Interests Me Enough to Work on Future SSD’s for Many Different New Empires.
Opponents will have several arguments. One cannot Tech-Slosh. Only Nicozians can use Skip Warp and Warp Field Distortion Bombs. Only Triangulum can use Neutronium Armor and Powered Armor. Only the Sigvirions can use 7th Shields due to their Circular Starships. Only the Bolosco can use IWT’s. Only the Trobrin can use Radiation-Type Phasers. Only the Ryn can use Quantum Transporters. Quantum Transporters cannot be mixed with Warp. Only the Drex can have CPU’s. Computer-Controlled Ships were made obsolete in X1. 3:1 Plasmas and Speed 64 Drones/Plasmas were rejected for X1. Fighters (Non-Hydran) will be obsolete in X2. Only ADB can design X2.
To those people who believe these arguments, I can only say that, from a certain perspective, they are right. From a hard-nosed SFB Traditionalist Viewpoint that Strictly “Follows the Rules” and only uses what is “Official”, they are correct. And there is nothing wrong with that belief, it keeps SFB “Pure.”
On the other hand, I (as a Designer and Enthusiast) should be free (per the Online Web Policy) to create New Galaxies and New Empires with Technology More Advanced than X1. In order to do this, the basic questions of what constitutes X2 must be examined (and answered). The result may not be Official. But it will be Fun. It will be Playable. It will be Compatible with X1/X0. Combat will require Tactics and Strategy. Maneuver will be required to Win Battles. It will Open Up the Mind and Imagination to Brand New Possibilities. It will create a Brand New Era of Starships where Super Advanced Technology is the Standard of the Day, rather than just the Ultra Rare Occurrence.
THIS IS Z-TECHNOLOGY.