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Re: MunchkinMod!
Here's one:
Black Hole Armor. Has like 100k emmissive, allowing it to survive at the center of a black hole. But it's wicked big and expensive and gives a high negative combat penalty to all ships in the same sector. (due to gravitional interference) It also damages other ships in the same sector if they're not also equipped with Black Hole Armor. [ December 30, 2003, 16:27: Message edited by: Urendi Maleldil ] |
Re: MunchkinMod!
nice. cant do http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: MunchkinMod!
Actually, it can be done. Not sure on the damage part, but the abilities from storms can be applied to ships.
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Re: MunchkinMod!
that would be so wicked! create a neigh invulnerable piece of armor that does damage to everything in the sector. you could fly it through peoples fleets and smash them, but if someone else had the same thing and hit you with a shard cannon or null space weapon, you would be screwed.
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Re: MunchkinMod!
Yes. It can be done.
Just give the armor the sector anti-combat sensor ability and the sector damaging ability. Just like storms of the same type. |
Re: MunchkinMod!
Okay, so here is my idea to turn this into a full blown RPS variant:
get rid of all the normal racial techs, and change the settings.txt to prohibit raising and lowering attributes. that way people have a fixed and definite number of points to buy special technologies with. create a special device for each of these ideas. 1 - talisman: +500 to hit, -1000 to ECM 2 - dome of agnosticism: +1000 to ECM, -500 to hit 3 - black hole armor: 5000 emissive, 5000 sector damage, scaled mount makes it take up almost all ship space 4 - seeker of doom: high damage resistance, skips armor we need a handfull of other ideas that compliment these, and balance each other out. in the end each item should cost 500 racial points, so depending on how many points the game is set up with, people get varying numbers of these things. |
Re: MunchkinMod!
Has the storm damage ability on ships been tested? I would expect it (assuming it's correct that it works) to only do damage when others entered your sector - not when you entered their sector. No?
PvK |
Re: MunchkinMod!
Quote:
Maybe keep them as normal research items, but make them so frikkin expensive, that you can only support a handful of ships. (probably don't want the build time to be as exaggerated as the maintenance, though, so either SYs would need to build quicker, or retrofitting would need to be munchkinized (ie, free). |
Re: MunchkinMod!
The seeker of doom would be devastating...
If fired first, all PDC would be absorbed by it, allowing regular missiles to strike with impunity... What is the disadvantage to it? I do have a suggestion to add: "Kitchen Sink" PDC: - Reload rate: 0 - Damage: 1 (Push ship) - Range: 1 - Supply Use: 10 - Size: normal - Cost: normal - Weapon accuracy modifier: +1000 - One-per-ship allowed. - Same family as Quantum Reactor Carrying this weapon prevents seekers from hitting your ship unless you move on top of them. However, it cannot be used in conjunction with a quantum reactor, and will drain your supplies rapidly. Speed 5 missiles will sap up to 50 supplies per turn each, for example. |
Re: MunchkinMod!
The seeker of doom's drawbacks could be its size, or lack of damage.
How does the kitchen sink PDC prevent missiles from hitting? Looks to me like it would only slow down one missile per turn by one square. EDIT: reload rate 0, ah. I didn't think that worked? [ January 01, 2004, 02:53: Message edited by: Phoenix-D ] |
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