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Imagine there\'s no Talisman, it isn\'t hard to do
First things first. This thread is not for discussing the merits or fairness of the Talisman or the Talisman ability in any sense. Please see another thread for that discussion.
So, take the Talisman out of the Deeply Religious tree. Now is that tree worth the whole 1500 points? What is it worth? What could make it worth 1500 points again? Can it be made worthwhile without including pale imitations of the Talisman? |
Re: Imagine there\'s no Talisman, it isn\'t hard to do
yes it is worth. religious is an awesome tech tree on its own, i'dbe taking it occassionaly if there wasnt the talisman. A religious player is supposed to be realy difficult to take out - any defending ship you put out is always better than the rest, and its difficult to run intel on you, and your producing more and faster of everything. Religious tree does not need the talisman, or anything else. It stands pretty well along all other racial techs, its just a different Category of such.
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I'm pretty sure the previous one he mentioned was the Fate Shrine. And I thought the Intel-defense ability of this facility didn't actually work.... [ July 16, 2003, 19:11: Message edited by: Loser ] |
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There is also the Nature Shrine, which increases all planet values. I personally think this is the most powerful non-Talisman aspect of the Religious trait, as it is a lot cheaper to research (IIRC) and much more effective than normal VIPs. [ July 16, 2003, 19:33: Message edited by: Imperator Fyron ] |
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But I like the concept of the talisman. There was that cheezy attempt to revive the Bab 5 franchise, Legend of the Rangers. They all gathered round some artifact, shared some feelings, then locked it away as the spiritual center of the ship -- that was a cool concept. I think the talisman should do something else. Like be a +90 % to hit, +90 % defence, maintenance reducer, whatever. But like the Alliegence subverter, this topic has been beaten to death. |
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Beating topics to death is what we do here. http://forum.shrapnelgames.com/images/icons/icon10.gif Geoschmo [ July 16, 2003, 19:46: Message edited by: geoschmo ] |
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I would make it a 1000 point trait then...
or even 750. The 5 facilites are nice ... But one can do with out them fine. ( advanced storage should be 1500 or 2000 ) |
Re: Imagine there\'s no Talisman, it isn\'t hard to do
I like Talisman in AIC mod - it works just like an extra sensors. It is still very good device, extra 50% to hit (at level 6 IIRC) is no joke but not overpowered.
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Re: Imagine there\'s no Talisman, it isn\'t hard to do
That is one of the first things I changed in Adamant Mod. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Religious has gotta have something. Organic, psychic, crystaline all have facilities and a weapon. Religious needs something.
OK, so the shard cannon is pretty weak. And the AS is useless against the master computer. But they offer instant gratification in combat. So does the talisman. If SE4 had no racial weapons, just the racial faciliites, straight out of the box, I would have thought they were great -- I wouldn't miss the weapons at all. But would I spend all those racial points on a PBW game without organic weapons or the talisman? Probably not. |
Re: Imagine there\'s no Talisman, it isn\'t hard to do
If you take away the Talisman, you should give Religious a weapon component. Everyone else has one.
I suggest a Deus Ex Machina Cannon : skips everything and fires every turn. Size, damage and range would be as required to balance it out. |
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I like Erax's idea.
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Re: Imagine there\'s no Talisman, it isn\'t hard to do
how about pukes sci fi weapon...
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Re: Imagine there\'s no Talisman, it isn\'t hard to do
now imagine that with the GUTB escort mount http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Imagine there\'s no Talisman, it isn\'t hard to do
OMG not the GUTB escort! Aaaahhhh!!!
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Re: Imagine there\'s no Talisman, it isn\'t hard to do
GUTB ESCORT MOUNT
TGM has it it is 3 mounts mount one is engines 1/4th size 1/10th supply usage, 10x supply space and 1/10th the cost mount two is hard componets 10x hp , and 1/10th the cost mount three is GUTB weapon 10x range, 10x damage 1/10th size , 1/10th cost 1/10th supply usage. You do not want to hear about whats in the garage... ( yep GUTB mount comes equipt with 2000 cargo space for fighters , drones , sats or mines ) and it is +999 to hit |
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I do agree that the Talisman is quite intimidating and I think we should develop a culture that says "Players using Talismans are wusses!" http://forum.shrapnelgames.com/images/icons/icon10.gif Seriously though, I think the way it is, the religious tree is under-priced. In fact, I think most of the tech tree 'prices' should be adjusted a little. I used to play it all the time (before it became the tech; now I don't use it at all 'cause it seems quite powerful. I do agree the facilities are almost worth the cost of the tree without the Talisman (but not quite). OT: AST has been a fav of mine for a while - please don't raise the cost http://forum.shrapnelgames.com/images/icons/icon9.gif As it is, in AIC, it's something like 4000 points!!!!! ('course it's a big advantage there http://forum.shrapnelgames.com/images/icons/icon10.gif ) </$.02> |
Re: Imagine there\'s no Talisman, it isn\'t hard to do
I rmemeber GUTB, or at least I remember someone talking about mid-early game, or perhaps early-early game unstopable escorts and I think that was GUTB, but I do not know this TGM? Mod?
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Re: Imagine there\'s no Talisman, it isn\'t hard to do
Tech Grid Mod. Never done.. Never talked about...
I am on the weapons now and well.... just kind of stopped. It is the way modding goes.... You get in a flow and do lots then all of a sudden you stop. And it is hard to get going again |
Re: Imagine there\'s no Talisman, it isn\'t hard to do
How about some kind of religious conVersion effect? Either an AS-type weapon or a crew insurrection/ PPP intel project?
What I'd love to see are religious community facilities in proportions- kind of a cross between the current city facilities and the existing shrines. |
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I do not believe there is an adequate counter to the Talisman. Sure there are things you can do differently than you normally would, but none that will let you win with a near equal economy. The Talisman can make a 1% to hit into 100%. The religious player does not need to train his ships, but it makes him even tougher if he does. Defense for a Talisman Ship: 20% Racial, 60% ECM III, Ship Training 20%, Fleet Training 20%, Range 50%+(Closing to range 5 is doing quite well), Stealth Armor 15%, Scattering Armor 15%. Such a ship is almost untouchable by direct fire weapons. That is about 200% defense, disregarding $ boundaries at intermediate points of the calculation). To hit it you have the following: Training + 40%, Racial 25%, Culture 10% Beserker, Sensor III 65%, Wave Motion Gun (30%) = +170% to hit with WMG, +140% with PPBs. I think with the WMG you have a minimum to hit of 31%, so you might not even need all those modifiers. (I have not used a WMG recently). 31% of your weapons hit every three rounds. That is tough when they plug you with Torpedoes every other round from Max range and then run away while they reload. Or they plug you with PPBs every round. Or they gut your ship with Null Space every three rounds. Or they use Massive Shield killers before the battle starts. Or the pull you in with a Tractor beam, hit you with cheap APBs, and fling you away with Repulsor beams. |
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With DNs and BSs, you lose even less by using MCs. Quote:
[ July 17, 2003, 19:05: Message edited by: Imperator Fyron ] |
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