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Re: Racial Trait Disadvantages
Lol....Complete Idiots.
-10% to research and -10% to politics (or trade) + 1500 racial points for something else. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Racial Trait Disadvantages
Procrastinators -25% From Space Yard Production
We'll get around to building that ship eventully |
Re: Racial Trait Disadvantages
Clumsy:
-15% to repair -15% to ground combat (mostly due to friendly fire accidents) +1000 racial points |
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Re: Racial Trait Disadvantages
Aaah. I didn't realize that could be a problem. I just sort of assumed that it worked like some of the other attributes shown in the grid at set-up.
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Re: Racial Trait Disadvantages
I added an 'unlucky' trait to my custom setup, trying to drastically increase the frequency of events but I've not had the patience/determination to run the tests and make certain that it works. It's a cool idea if it really works, though. http://forum.shrapnelgames.com/images/icons/icon7.gif Now if only he would implement the restrictions so you could prevent the combination of certain traits.
Name := Unlucky Description := Twenty-five percent greater chance for bad events. Pic Num := 0 General Type := Disadvantage Cost := -500 Trait Type := Luck Value 1 := 25 Value 2 := 0 Required Trait 1 := None Required Trait 2 := None Required Trait 3 := None Restricted Trait 1 := Deeply Religious Restricted Trait 2 := Lucky Restricted Trait 3 := None |
Re: Racial Trait Disadvantages
Yes, we need more abilities than can be implemented with the current code.
1) 'Non-respiratory' racial trait. This is a race that does not need to breathe, like Silicoids in MOO, and so treats all atmospheres the same -- even None! Should probably be as expensive as "Emotionless" since it's another sort of immunity. 2) 'Fragile' racial trait. A race that is so physically delicate that it cannot engage in ground combat at all. Not able to use troops, and no militia appear to defend planets when invaded. If enemy can land troops on the planet, invasion is automatically successful. Returns lots of racial points to be used on something else. (The Amon Krie are good candidates for this. How do worms operate battlemechs?) 3) 'Resistant to Infiltration' - Several types of races are considered to be 'naturally' resistant to intelligence infiltration. An ability needs to be added so that a psychic race or a 'hive-mind' race that should be very hard to infiltrate can have it and have better 'thematic' consistency. 4) 'Anarchist' racial trait -- ability to do without the "Seat of Government" (if it gets implemented) and not suffer the usual penalties. (XiChung? Norak because of religious trait?) 5) "Xenophobe" racial trait: Just like MOO, races that are "Xenophobes" would have very limited diplomacy options, but would get some racial points back to use elsewhere. (Sergetti) Also, Emotionless should include immunity to Ship Insurrection and Puppet Political Parties. How do you 'incite' an emotionless people to rebellion? And Mechanoids should be immune to the special Psychic weaponss, Mental Flailer and Allegiance Converter. If they are machines, how does a "psychic" attack affect them? |
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