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Re: Cursed Talisman
In my mod, the Evolution mod, the religious talisman acts as a massive combat sensors. I Think I gave it an 80% to hit chance bonus. Unfortunatly, I am running a little behind in completing the mod http://forum.shrapnelgames.com/image...s/rolleyes.gif . (I am a terrible procrastinator.)
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Re: Cursed Talisman
I think this is a fantastic idea. And it keeps the sense of the religious aspect to it. These are super-blessed, mystical devices that your race can consecrate, but they are sort of "Altars" and so there can only be a few of them, placed on your most important planets or vessels...
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Re: Cursed Talisman
Good idea in theory, but I don't see how the current program can be modded to do this.
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[ June 12, 2004, 22:44: Message edited by: General Woundwort ] |
Re: Cursed Talisman
Some ideas...
Make the talisman bigger so it only fits on larger ships. Make it cost the equivilant of stellar comps, making it take longer to build the darn things. Cause it to give a negative defense bonus, making them easier to hit. Let it work only with seekers (blessed missles), thus you have PD defense. Don't let it work with multi tracking (so they can only fire on one target at a time) or Master computers. anyway to make it use a lot of supplies? Increase research costs. Edit: More ideas... Require additional life support and crew compartments (for the priests) If going the "stellar comp cost" route, do not allow refit unless it already contains the comp (like the colony modules) and have several levels to research (each level reduces the min, rad, org cost by a small factor). Same if it gives a negative defense value (higher levels give lower negative defense penalties). Along the lines of it not working with other comps- perhaps make it so it will not work with shields or armor, or both (it gets in the way). Increasing the cost alone would reduce the number of ships that could be fielded, and would mean it would take considerable time to build a fleet. Numbers versus quality (especially if they can only use larger ships, and only target one ship at a time) [ June 12, 2004, 23:00: Message edited by: clark ] |
Re: Cursed Talisman
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Re: Cursed Talisman
Meditating upon the meaning of the word "talisman" gave me a idea that its current function is totally wrong http://forum.shrapnelgames.com/images/icons/tongue.gif . Indeed, word "talisman" is synonym for "amulet" - something that protects against evil forces, so it should give defensive bonus, not offensive http://forum.shrapnelgames.com/images/icons/icon7.gif
It could provide absolute protection against any form of destructive impact (weapon fire) every X turn, for example. But it's an idea for se5, actually. |
Re: Cursed Talisman
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Re: Cursed Talisman
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Re: Cursed Talisman
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Re: Cursed Talisman
Simpliest and the best way to balance talisman is to take off its automatic hit and make it a component, which gives you for example 20% for attack and which would stack with combat sensor. Then it would not be all powerful (assuming they would still require 50 kt of space).
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