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-   -   Comments for New Racial Trait (http://forum.shrapnelgames.com/showthread.php?t=10027)

mac5732 July 29th, 2003 04:05 AM

Comments for New Racial Trait
 
Ok, just curious, thought I'd throw this question out for everyone, Other then the original Racial traits (temporal, psychic, etc) in the original game, what if any would be another one or two traits to add to the game? Might be helpful for Aaron for SE5? Give a little explantion of your ideas if you would be so kind... Remember, this is the for original SE4 not mods (but if ideas good enough maybe a modder will add it/them or make new mod)....

just some ideas Mac

dogscoff July 29th, 2003 03:18 PM

Re: Comments for New Racial Trait
 
There have been plenty of extra traits in various mods over the years. Off the top of my head:

nanotech
inter-dimensional tech
magic/necromancy
hive race
About a dozen more found in P&N, Proportions etc...

Of course the other thing to do is break off chunks of the standard tech tree and make a new racial trait from it- gravity tech for instance.

[ July 29, 2003, 14:18: Message edited by: dogscoff ]

Fyron July 29th, 2003 07:50 PM

Re: Comments for New Racial Trait
 
Actually, he seems to have meant new racial tech traits, which Proportions has none of and P&N only has one of, Gravity Manipulation (or something like that).

Adamant Mod has a few "new" ones. Mechanoids has been turned into a racial tech trait, for example. Then there is always the Magic race, which is not really appropriate to normal SE4. http://forum.shrapnelgames.com/images/icons/icon12.gif

These are not really full fledged tech traits, but... Hardy Industrialists is now a tech trait, which gives you SY facilities with the build in bonus. There is Zero Gravity Engineers, which gives betters SYs for ships/bases. Propulsion Experts gives engines with built-in movement bonuses (Extra-Dimensional Race has the old PE ability). Advanced Storage Techniques now gives comps/facilities with built in cargo bonuses (Subterranean Race has the old AST ability).

The Ultimate Mod had traits for Energy Manipulators, Harmonic Resonance, Gravity Based, Cybernetics, Malfadorian Descendants, though those never had much in them (if anything) in any released Versions.

[ July 29, 2003, 18:53: Message edited by: Imperator Fyron ]

Loser July 29th, 2003 08:14 PM

Re: Comments for New Racial Trait
 
Ravagers:

Capable of extracting huge amounts of resources from their habitat with little regard for their environment.

Race has access to Facilities that produced a superior amount of Minerals, Organics, and Radioactive but that also lower the Conditions and Value of a planet.

Brutal:

Capable of generating and correlating huge amounts of information with little regard for their public image.

Race has access to Facilities that produce a superior amount of Research and Intelligence but that also lower the Happiness of a planet.

[ July 29, 2003, 19:15: Message edited by: Loser ]

Taera July 30th, 2003 07:56 AM

Re: Comments for New Racial Trait
 
Well, i believe SE realy misses a Gravity racial trait. Besides that, i think its all there. Perharps ENERGY tech tree for beter energy weapons.

jimbob July 30th, 2003 05:39 PM

Re: Comments for New Racial Trait
 
So play P&N!! I personally think the grav tree's the best (nudges SJ, wink wink http://forum.shrapnelgames.com/images/icons/icon12.gif ) You may find that the ship speeds are superior to anything else out there, plus they have superior tractor/repulsors, which can be the nail in your opponents' coffin when you've already got the weapons range advantage.

But the best of all is the planetary mega weapon - nothing quite like displacing the gravimetric force of your planet onto an enemy ship for a few milliseconds... heeheehee.

Lord Kodos July 30th, 2003 08:15 PM

Re: Comments for New Racial Trait
 
LR mod has Omnipotence, Necromancy and others. I dont think Magic or Necromancy should be default though. IMHO its too "un-sci-fi" for a sci-fi game. I mean its good for modding in, but not for being a vanilla.
I would like:
-Omnipotence
-Anti-Matter Race
-Pirates and Nomads!

I would personally like to see a races Strength affect its boarding offense and defense. ^__^ just some ideas.

Phoenix-D July 30th, 2003 09:39 PM

Re: Comments for New Racial Trait
 
Uh, Kodos? How exactly can you have an "ommipotent" racial trait?

geoschmo July 30th, 2003 09:52 PM

Re: Comments for New Racial Trait
 
LR Mod?

Ed Kolis July 30th, 2003 09:52 PM

Re: Comments for New Racial Trait
 
Call it the "power gamer's trait" and give it insane combat boosting components and facilities that act like the Value Improvement Plant, only for a whole SYSTEM... oh, wait, we have one of those already http://forum.shrapnelgames.com/images/icons/tongue.gif

Seriously though, a few I'd like to see:

Antimatter Based (dunno what that would do in terms of game play...)
Energy Based (kinda like Organic only using lots of radioactives and energy)
Natural Spacefarers (aliens who live in space not on planets)
Heatmisers (can't think of a better name, basically life-forms who live inside of stars instead of on planets, like the Sonne are supposed to)
And basically any other sort of "extremophile" - aliens who live on neutron stars, in close orbit of black holes, in nebulas, etc. (Hey, why can't gas giant races colonize nebulas? That would be interesting...)


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