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Re: A pirates life for me...
That all sounds good, but, you'd also have to make ship-bound recycle techs to improve their efficiency in the recycling of captured, obsolete ships. I'd also add a tech that allows them to be more efficient with robo miners/farmers/extractors, and maybe a tech that reduces the rate at which the value of the planet/asteroid is reduced. We need to give them a way to get the necessary materials...
I'd make Repair cheap and Maintenance moderately expensive....it'd be cheaper to scrap an old ship and rebuild, than upgrade it, in that light, you should (somehow) make upgrading less feasible...Say, instead of have a 50% more expensive limit, make it 25%... ------------------ Spyder, Chairman of the Arachnid Consortium [This message has been edited by Spyder (edited 02 March 2001).] |
Re: A pirates life for me...
can you make a ship component w/planet facility abilities? I thought that was not possible, such as trying to make a ship based research component.
------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: A pirates life for me...
Well, the thing is we're trying to create a ship-bound race. He needs a way to do those planet-ty things on board his ships. Research, recycling, intelligence, etc all need to be performed on a base or ship somehow....
Maybe MM will have to make some code changes, I think this is a great idea....<looks across the pond at MM> ------------------ Spyder, Chairman of the Arachnid Consortium |
Re: A pirates life for me...
That, plus a way to specify that a race would get ships to start with (and no planet), and probably a way to specify that a race awards certain specific tech at once, too. A ship-borne race has a LOT of problems to deal with, such as resupply (they'd need either some solar collectors, or perhaps a large engine that doesn't need supply (or maybe small, but only providing bonus movement ala a Solar Sail))... they'd need to start with a shipyard ship as well, or have a way to get one.
------------------ -- The thing that goes bump in the night |
Re: A pirates life for me...
ooops... "ship bound race"... uhhhh, I kinda thought a pirate should have a port (ie, planet). Anyway, the ship recycler abilities would be nice to have for the pirates but the storage, etc aspects, to me, just aren't as important for a pirate race as they would be for a nomad race (as talked about in another thread)... I envision pirates as being similiar to other earth bound races, just w/different abilities and disadvantages.
A true "ship bound" race would be more of a parasite type race than a pirate type. (not sure I could actually expound on what the exact definition of those 2 descriptions would be though - I suppose it's like Marshall-I believe it was him- said regarding pornography "I can't tell you what it is, but I know it when I see it") ------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: A pirates life for me...
I like the idea of both pirates and the Nomads. Possibly incorporate both races, each with their own racial profiles, and options for their particular races and specific tech trees designed for just their particular race. This would make the game quite interesting.
Pirates usually had hidden and secret bases, therefore, give them either the ability to have a form of cloaking at beginning or as a research tech. you could start them out in 2 or more random selected areas of the map with hidden bases. Their bases could be cloaked and/or hidden in astroid fields, nebulas etc. and the bases should be heavily armed. Their fleets should have ability to attack planets even if defended by defense systems to steal population, resources to help build, research Tech etc. They would have to be race that eventually has to be dealt with sooner or later and give them something that they could win the game, that way they are not just an irratint but an actual threat. Possibly have them interdict systems stopping all trade, resources etc coming from those systems until they are removed, destroyed or forced to flee. just some ideas. mac5732 |
Re: A pirates life for me...
Well, both ideas (to me) were half-ideas. The nomads couldn't make it unless they were pirates, and, pirates wouldn't work (very well) unless they were nomads. Combining them made sense. Both need shipboard capabilities for normally planet-bound activities.
Pirates (not privateers) had bases of operation, but, they were not continents or countries, they were isolated islands away from scrutiny, and they moved when discovered. Consequently, SEIV Pirates would not have a planet, but, a constantly moving base of operations...nomadic. ------------------ Spyder, Chairman of the Arachnid Consortium [This message has been edited by Spyder (edited 02 March 2001).] |
Re: A pirates life for me...
One point that I'd like to make is that a Pirate/Nomad race is possible already with the correct racial choices.
ie. maximum negative values on everything planetary. maximum positive on research, so you can start off with a decent tech. merchants,maintenance bonus, so you have 0 or 1% maintenance (0 is better, 1 is really hard) And all the rest of your points into whatever you feel is good. As a human, you should be able to grow & win via Pirating. |
Re: A pirates life for me...
Small moons would be perfect hideouts for the Pirates! Could they be programmed to only pick those types?
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Re: A pirates life for me...
My ideas for Pirate building, available only through Pirate trait.
Pirate Den: 10,000 intel;sy builds 1000 ea Pirate Mine:300 ea resource Chop Shop:resource reclamation 50%; repair 5 components Black Market: resource reclamation 75%; repair 8 components Tavern: 2,000 intel; solar resource collector all resources Pirate Bank: Spaceport; 100,000 storage all resources. More if work slows up. Thinking of Pirate weapons next! Is someone going to do an AI? |
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