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-   -   MunchkinMod! (http://forum.shrapnelgames.com/showthread.php?t=10964)

Ed Kolis December 23rd, 2003 07:11 PM

MunchkinMod!
 
Say, how about we create a mod where all the techs and such are intentionally over-the-top, seemingly designed for power gamers, but really a joke to put them in their place - i.e. they're balanced by something subtle that powergamers tend to ignore, so it's actually a playable mod!

I have some ideas...

Dome of Atheism - The complete opposite of the religious talisman. Instead of an infinite bonus to hit, it gives you an infinite bonus to defense... so enemy ships can never hit you! http://forum.shrapnelgames.com/images/icons/shock.gif Of course, the game makes that impossible, so instead just give it +999 to defense... oh, and to balance it out, you also get -100 to attack!

Super Mega Deatho BFG Ultra Sniper Wave Motion Power Buster Cannon - The ultimate weapon. Does 50K damage at range 20, +100 tohit, skips shields and armor, can destroy planets, stars, storms, nebulas, black holes, and pretty much anything else. Of course, did we mention the price tag... One million radioactives! http://forum.shrapnelgames.com/images/icons/icon10.gif

Any more ideas, anyone? http://forum.shrapnelgames.com/images/icons/icon12.gif

edit: Yeah, I have one! http://forum.shrapnelgames.com/images/icons/tongue.gif

Metooloy Armor - Made out of the same stuff those seemingly impenetrable "Mets" in Megaman games are. 1kT tonnage, 1kT structure... but 1,000 crystalline armor ability! http://forum.shrapnelgames.com/images/icons/shock.gif Downside is, with so little structure, it's virtually guaranteed to be hit first, so you'd better put a LOT of on your ship if you want the effect to Last - and it ain't cheap!

[ December 23, 2003, 18:43: Message edited by: Ed Kolis ]

Arkcon December 24th, 2003 08:15 PM

Re: MunchkinMod!
 
Well... how about scatter-stealth-organi-crystali-emissive armor, dont know you'd balance that tho.

If you combined it with regular armor it would be all the more beneficial, so maybe the balance come from not having regular armor. Once this protection is blown away all benefits are lost at once.

Urendi Maleldil December 26th, 2003 02:56 AM

Re: MunchkinMod!
 
Just make it ridiculously huge so it doesn't fit on anything.

Puke December 26th, 2003 04:39 AM

Re: MunchkinMod!
 
Quote:

Originally posted by Ed Kolis:
Dome of Atheism - The complete opposite of the religious talisman. Instead of an infinite bonus to hit, it gives you an infinite bonus to defense... so enemy ships can never hit you! http://forum.shrapnelgames.com/images/icons/shock.gif Of course, the game makes that impossible, so instead just give it +999 to defense... oh, and to balance it out, you also get -100 to attack!
<font size="2" face="sans-serif, arial, verdana">sounds like missiles and kamakazee would rule the game, if this was in place.

Quote:

Originally posted by Ed Kolis:
Super Mega Deatho BFG Ultra Sniper Wave Motion Power Buster Cannon - The ultimate weapon. Does 50K damage at range 20, +100 tohit, skips shields and armor, can destroy planets, stars, storms, nebulas, black holes, and pretty much anything else. Of course, did we mention the price tag... One million radioactives! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">quit trying to trump my Canon Cannon.

Phoenix-D December 26th, 2003 04:43 AM

Re: MunchkinMod!
 
Yes, but you'd also be a sitting duck for missiles yourself, since PDC fire would be hidiously inaccurate. And if you don't put it on your PDC ships, a smart enemy could notice, and jigger the strategies to kill them first..

spoon December 28th, 2003 04:29 PM

Re: MunchkinMod!
 
Quote:

Originally posted by Puke:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ed Kolis:
Dome of Atheism - The complete opposite of the religious talisman. Instead of an infinite bonus to hit, it gives you an infinite bonus to defense... so enemy ships can never hit you! http://forum.shrapnelgames.com/images/icons/shock.gif Of course, the game makes that impossible, so instead just give it +999 to defense... oh, and to balance it out, you also get -100 to attack!

<font size="2" face="sans-serif, arial, verdana">sounds like missiles and kamakazee would rule the game, if this was in place.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Pfft. Any power gamer already knows you would just combo the Dome with the Talisman, since the Always Hit characteristic would overide the -100 to hit penalty.

Puke December 29th, 2003 10:04 AM

Re: MunchkinMod!
 
right. and the only way you could be hit, is by another player taking the same combo - or by a player who takes neither option and saves the points, and uses only kamakazees and seekers. hence my statement.

this could be an interesting variation on the rock-paper-scisors mod, though. we could create a few uber techs with weaknesses that balance each other out, and make a slightly more involved rock-paper-scisors.

spoon December 29th, 2003 06:53 PM

Re: MunchkinMod!
 
Quote:

Originally posted by Puke:
right. and the only way you could be hit, is by another player taking the same combo - or by a player who takes neither option and saves the points,
<font size="2" face="sans-serif, arial, verdana">The only thing left for them to spend points on would be a nice coffin for when they get slaughtered. Seekers and missiles. Heh. Right.

Unless, of course, they are using the Heat Seeking Guided Missile of Indestructable Doom, which does 5k damage and has 10k resistance...

Phoenix-D December 29th, 2003 06:56 PM

Re: MunchkinMod!
 
Nah. Just make the Talisman give +200 to-hit, and the Dome -400. Preserves the effect.

narf poit chez BOOM December 29th, 2003 07:06 PM

Re: MunchkinMod!
 
the Space Yard of Incomparable Building: builds with 50k per turn, but requires 500k resources!

Urendi Maleldil December 30th, 2003 06:26 PM

Re: MunchkinMod!
 
Here's one:

Black Hole Armor. Has like 100k emmissive, allowing it to survive at the center of a black hole. But it's wicked big and expensive and gives a high negative combat penalty to all ships in the same sector. (due to gravitional interference)

It also damages other ships in the same sector if they're not also equipped with Black Hole Armor.

[ December 30, 2003, 16:27: Message edited by: Urendi Maleldil ]

Taera December 31st, 2003 01:26 AM

Re: MunchkinMod!
 
nice. cant do http://forum.shrapnelgames.com/images/icons/icon9.gif

Phoenix-D December 31st, 2003 03:58 AM

Re: MunchkinMod!
 
Actually, it can be done. Not sure on the damage part, but the abilities from storms can be applied to ships.

Puke December 31st, 2003 06:39 AM

Re: MunchkinMod!
 
that would be so wicked! create a neigh invulnerable piece of armor that does damage to everything in the sector. you could fly it through peoples fleets and smash them, but if someone else had the same thing and hit you with a shard cannon or null space weapon, you would be screwed.

Urendi Maleldil December 31st, 2003 07:00 AM

Re: MunchkinMod!
 
Yes. It can be done.

Just give the armor the sector anti-combat sensor ability and the sector damaging ability. Just like storms of the same type.

Puke December 31st, 2003 11:11 PM

Re: MunchkinMod!
 
Okay, so here is my idea to turn this into a full blown RPS variant:

get rid of all the normal racial techs, and change the settings.txt to prohibit raising and lowering attributes. that way people have a fixed and definite number of points to buy special technologies with.

create a special device for each of these ideas.

1 - talisman: +500 to hit, -1000 to ECM
2 - dome of agnosticism: +1000 to ECM, -500 to hit
3 - black hole armor: 5000 emissive, 5000 sector damage, scaled mount makes it take up almost all ship space
4 - seeker of doom: high damage resistance, skips armor

we need a handfull of other ideas that compliment these, and balance each other out. in the end each item should cost 500 racial points, so depending on how many points the game is set up with, people get varying numbers of these things.

PvK January 1st, 2004 12:36 AM

Re: MunchkinMod!
 
Has the storm damage ability on ships been tested? I would expect it (assuming it's correct that it works) to only do damage when others entered your sector - not when you entered their sector. No?

PvK

spoon January 1st, 2004 03:55 AM

Re: MunchkinMod!
 
Quote:

Originally posted by Puke:
Okay, so here is my idea to turn this into a full blown RPS variant:
<font size="2" face="sans-serif, arial, verdana">The problem with making these Racial Techs is that the game would be decided before the game started by what techs were chosen by what player. Not a lot of fun, that.

Maybe keep them as normal research items, but make them so frikkin expensive, that you can only support a handful of ships. (probably don't want the build time to be as exaggerated as the maintenance, though, so either SYs would need to build quicker, or retrofitting would need to be munchkinized (ie, free).

Suicide Junkie January 1st, 2004 04:48 AM

Re: MunchkinMod!
 
The seeker of doom would be devastating...
If fired first, all PDC would be absorbed by it, allowing regular missiles to strike with impunity...
What is the disadvantage to it?

I do have a suggestion to add:
"Kitchen Sink" PDC:
- Reload rate: 0
- Damage: 1 (Push ship)
- Range: 1
- Supply Use: 10
- Size: normal
- Cost: normal
- Weapon accuracy modifier: +1000
- One-per-ship allowed.
- Same family as Quantum Reactor

Carrying this weapon prevents seekers from hitting your ship unless you move on top of them.
However, it cannot be used in conjunction with a quantum reactor, and will drain your supplies rapidly.
Speed 5 missiles will sap up to 50 supplies per turn each, for example.

Phoenix-D January 1st, 2004 04:52 AM

Re: MunchkinMod!
 
The seeker of doom's drawbacks could be its size, or lack of damage.

How does the kitchen sink PDC prevent missiles from hitting? Looks to me like it would only slow down one missile per turn by one square.

EDIT: reload rate 0, ah. I didn't think that worked?

[ January 01, 2004, 02:53: Message edited by: Phoenix-D ]

Narratio January 1st, 2004 06:19 AM

Re: MunchkinMod!
 
Just tried a reload rate 0 and it didn't appear to work


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