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Re: New Racial Tech Traits Ideas
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More facilities, more cargo, much simpler to mod. |
Re: New Racial Tech Traits Ideas
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Add an ER repulsor beam (biggest mount), and you can keep throwing them BACK into range of the GFC. Whee! |
Re: New Racial Tech Traits Ideas
One racial tech that I'm testing out right now is simply called Technocrat.
It's basically advanced designs of existing techs and some ne wtechs thrown in. I included things like advanced sensors, meson beams, null-space projectors, missiles, etc. The new techs are things like nanotech [gives access to tech areas like nano-spaceyards, nano armor (high structure armor that eventually allows research into regenerative nano armor, emmissive nano armor, and nano reactive sheath - a combination of the previous two), and applied nanotech (30kt repair components that reduce maintainance)], planetary defense grids (planetary shielding), and spatial ship design (fitting dreanaught classed components into a fighter hull, sort of a tardis like effect, but with bonuses of +10 to attack and +20-30 to defense so that with ship and fleet training it would be equivalent to the appropriate fighter. Also added combat move to hull to be fighter equivalent). All the advanced techs have prodigious tech requirements and high costs (usually about 100k or more). Even with that I boosted the racial cost to 2500 to balance things out. Also, virtually all the techs are capturable/stealable/tradable. I also added some compact prototype component mounts. Those for ships and bases available with applied research 2, and those for sats/wp's/drones available at research 3. Still working with it though. |
Re: New Racial Tech Traits Ideas
Theres a lot of tech you could associate with a "radioactive" race. Radation weapons, engines, shields, sensors. The main idea I was thinking of is that their components use a lot more radioactives than minerals or organics.
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Re: New Racial Tech Traits Ideas
How about something along the lines of the Gaians in SMAC, who capture mind worms and turn them into infantry units? You could allow an organic race to capture native organisms and use them for planet defense.
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Re: New Racial Tech Traits Ideas
You can't really have native organisms in se4. Also, you can't customize how the militia calculations work for each race; it is the same for all.
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Re: New Racial Tech Traits Ideas
hey Fyron, i've checked P&N's gravity tech tree. While its nice i'd like to have something more... gravitational http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: New Racial Tech Traits Ideas
http://forum.shrapnelgames.com/images/icons/icon7.gif So, propose more gravitational stuff.
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