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-   -   New Racial Tech Traits Ideas (http://forum.shrapnelgames.com/showthread.php?t=8344)

Taera January 24th, 2003 04:55 AM

Re: New Racial Tech Traits Ideas
 
Gravity Tech Tree is something i would like to see.
Generally large weapons which do incredible damage but only at low range. Shield generator/armor/on-hit-regen-shield hybrid (gravity force field armor). Early stellar manip.
Graviton beams. (similar to APB, maybe a couple of differences like higher damage and higher dispersion)

Taera January 24th, 2003 04:57 AM

Re: New Racial Tech Traits Ideas
 
oh yes, annihilator - 30 ROF range 2, does enough damage to blow anything but heavily armored and shielded DN and higher. Astronomical cost and size.

Fyron January 24th, 2003 05:17 AM

Re: New Racial Tech Traits Ideas
 
P&N has Gravity Tech. Have you seen it?

I think maybe those mechanoids need a master comp-only weapon or 3. http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie January 24th, 2003 05:23 AM

Re: New Racial Tech Traits Ideas
 
Taera: See Pirates & Nomads, Advanced Gravitic Manipulation.

Graviton Flux Cannons dish out mucho damage by swirling planetary gravity around to shred an enemy, but have a harsh minimum range to "prevent damaging the planet itself". http://forum.shrapnelgames.com/images/icons/icon7.gif
Note: They are also only available on planets (IE: weapon platforms)

[ January 24, 2003, 03:24: Message edited by: Suicide Junkie ]

Fyron January 24th, 2003 05:24 AM

Re: New Racial Tech Traits Ideas
 
Who made the gravity tech for P&N? I might have to borrow it... http://forum.shrapnelgames.com/images/icons/icon12.gif

dogscoff January 24th, 2003 03:05 PM

Re: New Racial Tech Traits Ideas
 
I'd like a to see a "hive mentality" trait in proportions (but it could probably be changed to work with other mods)

Becasue they live in extremely dense, communal conditions, hive species would get:
-Higher density (ie higher output) cities and cultural centres
-Smaller crew quarters, boarding parties and security stations
-more efficient counter-intel?
-proabbly more stuff I can't think of right now.

Krsqk January 24th, 2003 06:22 PM

Re: New Racial Tech Traits Ideas
 
Not sure what sort of racial trait this would go with, but the missiles which never run out of range are really cool. You do this by including a twenty-first damage entry. They're only effective if the missiles are already max range; they do range 20 damage for all the extra range. Before my HD got wiped, I included these in my mod--it was really annoying to have to include all that PDC instead of missile dancing.

Taera January 24th, 2003 08:05 PM

Re: New Racial Tech Traits Ideas
 
ER-Missiles go to Advanced Propulsion Techinques http://forum.shrapnelgames.com/images/icons/tongue.gif
As for Hive Mentality, i can design this one (my fav style). It would be Symbiotic race though. Think of Zerg.

And thanks, i'll check P&N a lil later

[ January 24, 2003, 18:05: Message edited by: Taera ]

Dralasite January 24th, 2003 08:05 PM

Re: New Racial Tech Traits Ideas
 
I had said this on the #se4 channel and I bet its been done before, but a "Radioactives" racial tech similar to the Organic seems like an obvious one.

Taera January 24th, 2003 08:06 PM

Re: New Racial Tech Traits Ideas
 
not realy, what would it do?


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