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Re: SEV- Suggestions on Ruins
Ruins could give other things other than technology. They could give a new happiness pill, a boast to production, a boast to intel, a boast to research points, etc.
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Re: SEV- Suggestions on Ruins
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Re: SEV- Suggestions on Ruins
I like the idea of useless ruins. Now combine this with an alien artifact idea (physical devices that can't be reproduced) and give me possibility to arrange a museum of galactic curiosities. That'd be cool! And utterly useless, but still cool http://forum.shrapnelgames.com/images/smilies/cool.gif
And spoils of war show as a practical proof of my victories. Yeah. |
Re: SEV- Suggestions on Ruins
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But taking the time to build a colony ship, settle the planet, and if suggestions in this thread are implemented, spending a bunch of research points on absolutely nothing. Then what are you left with? I figure, if it's a bunch of delapidated old houses, it isn't really worth mentioning. Therefore the fact that your scouts flagged a planet as containing ancient ruins means there's something worthwhile there. I could accept ruins tech that would be inferior even the lowest tech levels your empire could research, since you could always find a use for it, even if it's just trading it to another unsuspecting empire for something good. Or I could accept techs that fail to live up to their promise. ie: You find a ruin tech that you're told will allow you to develop a gun the size of a Meson BLaster but with enough power to destroy an entire world, but after you research it you just end up with something the size of an MB that does, say, 50% more damage. Not what you were promised, but still useful. But to get NOTHING? I wouldn't consider that fun. I'd consider it frustrating and annoying. For everyone who's played GalCiv, let me just ask, when you send your Survey Ship halfway across the galaxy to an anomaly that normally gives you that 25% tech boost, but instead you get nothing, do you say, 'Boy, that was fun!' or 'That was an annoying waste of time!' with a few explicitives thrown in for good measure? |
Re: SEV- Suggestions on Ruins
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Re: SEV- Suggestions on Ruins
I think there should be "power ruins" in SE:V. There should be a strategic reason why you would want to occupy a ruin planet after it has been taken. Maybe 5% boost to total empire mineral production, or something like that. Or maybe special techs that get unusable once you no longer own the planet. And as well, certain ruins should "broadcast" their use to all other empires, because of the immense energy/whatever used. For example, if you use the 5% boost to mineral production every turn, all other empires get to see the planet and system and get a notice about its use.
That would make for some interesting fights over ancient ruins. Brian |
Re: SEV- Suggestions on Ruins
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Even ruins that at first look promising could turn out to have nothing of use... |
Re: SEV- Suggestions on Ruins
Oh, the "power ruins" would be nicely put into a Category called "persistent ruins".
For example, you would get a special weapon that could skip through armor and shields, but that weapon would only continue to work and you could only continue to build it if the ruin was under your control. And various other things I can think of that would create more strategic reasons to own a ruin planet. For the idea to work though, all other empires would have to be aware of the ruin planet every turn it was "used". Brian |
Re: SEV- Suggestions on Ruins
I like the idea of Persistant Runes. That would certainly allow more Roll Playing ideas for games.
Runes that always give tech doesn't sound realist. In the late game, if my Empire has researched everything except Torps, and I colonise a Ruin World, why should that world have Torps? |
Re: SEV- Suggestions on Ruins
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It did bring to mind that a (slim) chance might occur for misleading research. Send you off in a wrong direction. Something that sets you back on what you are researching. Or maybe that would be better as a random event so that you can tie it in to the choice of having maximum events turned on. Might be a good idea to move the research boosts there also. |
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