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Cursed Talisman
I despise this piece of technology. In fact it ruins PBW games by its existence. It makes economic management, carful ship design and reasonable play worthless.
Let me apologise to those people in NGC4 as I am using this silly game feature. In Negoc5 and Zeta, I also apologise, allthough given the game background and set up to not take religious was very, very brave. Large PBW games become which team led by the talisman wins, others are merely targets or 'allies' to the mighty Talisman empire(s). So, please, PLEASE dont put a Talisman in SEV. |
Re: Cursed Talisman
if it didnt work vs fighters, drones, and misiles it would help...
then you could attempt to swamp the tailsman user with units and make it more expencive so that only a certain number of ships can have it... himnn howabout the more you have the cost multiplys? so if oyu had 1 ship with it, it would cost X min,org,rad if you have 2 it costs 1.5*X etc. etc. |
Re: Cursed Talisman
Better yet, what if you only had a certain number that could be built?
Perhaps a Talisman I means that you can build 2. Thats it. Only 2 ships in your entire empire could have it. Talisman II means that 3 could be built etc. |
Re: Cursed Talisman
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Re: Cursed Talisman
How about a talismant linked shield - ie if ship a is using talisman - then ship b being targetted will take 2000 points of damagae from such ships in addition to their normal damange - or yes make fighters etc more immune from it.
Or perhaps a planet construct that can block its use within the system. |
Re: Cursed Talisman
One mod (I don't remember which offhand) has "Prayer Lances", that have 100% chance to hit, but otherwise are a normal weapon (they do good damage IIRC). Replacing the Talisman with a "talismanic" weapon like that might be less unbalancing. That's what I'm planning on doing in the MOAM Mod.
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Re: Cursed Talisman
actualy thats a verry good idea, a 100% chance to hit but does less damage.
infact just make it a mount. |
Re: Cursed Talisman
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Re: Cursed Talisman
You can give them 1 boarding defense ability point like I did in Adamant (in addition to making them combat sensors instead of 100% to hit). Then, add a component that does Security Stations Only damage. You can then corrupt their talismans and make them non-functional (plus get a new weapon to help board ships http://forum.shrapnelgames.com/images/icons/icon10.gif ).
[ June 12, 2004, 17:43: Message edited by: Imperator Fyron ] |
Re: Cursed Talisman
In the beta group we suggested that the Talisman be reduced in power by either making it work only with certain weapons - and adding the 'always hits' power to a particular weapon is another way to do that http://forum.shrapnelgames.com/images/icons/icon7.gif -- or by making it only function every few rounds. If it only gives you a 'guaranteed hit' every other or every third combat round that would be much less unbalancing. But then I guess you could mod that by making the dedicated weapon only fire every other or every third round. http://forum.shrapnelgames.com/images/icons/icon7.gif
I'd still like to see a 'time slip' device given to the Temporal tech field that gives a flat chance for any weapon, even a Talisman guided weapon, to miss. |
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