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Re: New SJ mod
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Re: New SJ mod
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Re: New SJ mod
Other than Psychologically, how is picking characteristics to increase any different from picking traits to decrease (or not decrease)
If the game started with all the characteristics at 80%, and you had a pile of racial points which could just barely bring them all up to 100%, would it be any different? |
Re: New SJ mod
Decreasing a few traits is not at all the same as min-maxing.
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Re: New SJ mod
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What exactly is the problem? ----- You mean we can actually have competitive races with all negative racial modifiers? Burn the heretic! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: New SJ mod
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I'm speaking as a devout minmaxer though, so weight my opinion accordingly... |
Re: New SJ mod
Actually, ignore my Last post! If you drastically reduce the amount of points available, I think there will still be room for variation. Like you say, the variation will be from what you reduce rather than what you buy. If you create your mod with that in mind, I think you can do some neat things with it. I'd suggest using costs along the lines of the PvK balance mod for characteristics - maybe even max out aggressive/defensive/maint reduction earlier. Make advanced traits cheaper (change adv storage to +10% instead of +20%?) and make racial traits cheaper (750 points?). And come up with more Negative-cost advanced traits as well. Those are cool.
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Re: New SJ mod
And if you reduce the number of points, you change the min/maxing equation. These empires would be competing against each other- if getting to 125 Aggressiveness takes 5000 points, it won't be done by anyone, and it won't be suicidal not to.
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Re: New SJ mod
I believe I mentioned somewhere in the thread that I've clamped down the to-hit modifiers.
I'm thinking a max of 10% due to racial setup, and steep prices all around. Repair skill has the potential to go double or triple (max 999%) with a pretty low cost per point. Should come in handier with the repair drones and leaky everything, too. ----- Ship training only goes up to 6% at level 3, proceeds at one percent per planet. It also takes up two facility slots per planet, so its a bit more expensive. If you want 2% per turn, you can always do the planet/moon thing, but then you need a small or better moon, and you use Four facility slots on the project. ----- At the moment, I've axed all the racial Tech areas. Religious did have some cool stuff, so there is still a "System Ecological Center" and a System Counter-intel facility with some name I forget already. They're going to be standard techs though. I will probably add some more in later. Possibly making the "solid" shield tech racial, and perhaps some leaky organic armor style stuff would be cool as a racial tech. The minor racial techs from P&N will probably find room here. "Tiny race", "Advanced Automation", and "Think Big" are pretty universally useful. [ January 05, 2004, 03:45: Message edited by: Suicide Junkie ] |
Re: New SJ mod
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