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-   -   Possible New Mod Ideas: Corporate Wars... (http://forum.shrapnelgames.com/showthread.php?t=12107)

Deathstalker May 22nd, 2004 04:10 AM

Possible New Mod Ideas: Corporate Wars...
 
Ok, this idea may not come soon (baby Deathstalker is almost here, doc says it could be any time now http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif ) but I've been thinking of a new mod. It has to do with different 'Houses' and 'Companies' who would each have basicly thier own tech tree (ie, such and such a house would be better at Torp tech, longer range/better damage etc or a house would have bigger ships by 50kt per level etc). These would be 5k racial picks at the start of the game and other 'small' racial picks might be included (or company 'bonuses'/minor company techs).

Does this sound interesting at all to anyone?? suggestions??


So far (my own musings)

House Organi: Organic ships, Organic weapons, Bio-weapons (plague), Colonize All, cheap organic facilities, ships repair 1 comp/turn imbedded into hull.

Stark-Fujiwara Corporation : Low tech beam weps but incredible range of ballistic weapons (most of which use the 1/2, 1/4, damage to shield modifier), dumbfire missiles (torps with +100% to hit but 1/2 shield damage), Acid Projectiles (massive damage but 1/4 to shields), access to great range of mounts and cheap build bases that would act as 'think tanks' or factories.

Cyber-Mech Systems Ltd.: Mech racial trait, emotionless, cheap ships (20% maint reduction), greater spaceyard/spaceshipyard build rate, cheap master computers, TAG mounts (mount with +100% to hit), greater multi-track ability (up to 8 targets). Miniturization mounts. Drones cheap.

House Kestrel: Torp mounts, cheap torps, massive fighters (up to 50kt in size...LAC's anyone http://forum.shrapnelgames.com/images/icons/icon10.gif ), figher bays launch and carry more, ships +movement, reduced ship sizes (200/300/400/500/600/700/850 max), but carriers (1000/1200/1500 and 800kt escort carrier with 30% fighter bay requirement...)

Miners Guild: +125 to each level of resource extraction facility. +20% plantary size use for facility/cargo etc. Resource storage facilities store +50% more than normal, Robo-Miner mounts, resource extraction ships/bases, Natural Merch ability, Hardy Industrialist.

Merc Guild: Cheap ships, bigger/stronger troop units, reduced resource extraction abilities. Specialty mine warheads (tach/ionic etc), boarding parties strength increased, different types of missiles (bombard, sprint, plasma).

The Church: Most of the religious abilities (talisman changed to +1000% to hit instead.)

etc

thoughts?.....

Aiken May 22nd, 2004 04:59 AM

Re: Possible New Mod Ideas: Corporate Wars...
 
Sounds like Puke's Factions mod:
http://www.shrapnelgames.com/cgi-bin...;f=23;t=011575
At the same time they are different: Factions suggests divided tech paradigms, while your mod will be arranged around house weaponry specialization.

Well, Tramp Clan: big general ships with reduced maintanence but weaker combat abilities. Superior fighters and overall stress layed to small weapon families.

Quote:

Most of the religious abilities (talisman changed to +1000% to hit instead.)
<font size="2" face="sans-serif, arial, verdana">Do you meant +100%? Or +1000%?

Imperial May 22nd, 2004 07:12 AM

Re: Possible New Mod Ideas: Corporate Wars...
 
stark-fujiwara???? hmm will there be an Iron man troop unit???(LMAO) http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif This sounds like a fun mod to be sure.

Deathstalker May 22nd, 2004 10:36 AM

Re: Possible New Mod Ideas: Corporate Wars...
 
um, oopsie, yeah +100 talisman not 1000. Wondering if anyone would catch the Marvel 2099 refrence, glad I'm not the only comic geek here http://forum.shrapnelgames.com/images/icons/icon10.gif .

And yes, there will be basic tech open to everyone but each corporation or house will definitly have its advantage/dis-advantage.


OR!!! (sudden idea whilst taking a shower):

Basic tech tree for all (few levels in certain necessity tech, escort/frigate for all) then you must use racial points to tailor make your own corporation/house from various techs and advantages/disadvantages.....beginnig to like that idea better as the picks are not the same every time around...

thoughts.....

[ May 22, 2004, 10:03: Message edited by: Deathstalker ]

Grauzone May 22nd, 2004 10:27 PM

Re: Possible New Mod Ideas: Corporate Wars...
 
Quote:

Originally posted by Deathstalker:

Basic tech tree for all (few levels in certain necessity tech, escort/frigate for all) then you must use racial points to tailor make your own corporation/house from various techs and advantages/disadvantages.....beginnig to like that idea better as the picks are not the same every time around...

thoughts.....
<font size="2" face="sans-serif, arial, verdana">i think this idea is better. so you avoid to balance the tech trees, reach more modularity by writing the mod and players are free to decide what type or combination of abilities they want to play.


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