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The Technical Theory: When technology is optimized in unconventional and innovative ways for fighting water wars, the resulting effects present opportunities for a level of interaction between technology and wars never before seen in the history of water warfare.
The Theory consists of just a single section - Degrees of Innovation. Since technical ability works differently than fighting ability, there is no need for Progression levels like in the Tactical Theory. It doesn't take any special experience or skills in order to tap into the full power of the Technical Theory. The Theory works on the assumption that you are modding and/or building guns for actual combat use, as it is meant to optimize tech for fighting wars. If you are not, you need not read the Theory, for it does not concern you. In fact, the Theory blames guns built for fun and not use for the current bad reputation of homemade tech as dangerous, expensive, and impractical. This Theory is also not for those who value conventional designs and "tried-and-true" methods. the term "innovation" is found all throughout Technical Theory articles. In this school of thought, the worst design is a conventional one, unless a conventional one somehow works better for you than an optimized unconventional one. If you agree, proceed...
Technical Theory Sections | ||
Section Name |
Description |
Last Update |
| Innovation Levels [Degrees of Innovation] | Innovation levels work somewhat like the Fighting levels in the Tactical Theory, but here, the purpose is very different. |
April 6th 2007 |
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