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Organic & Crystal vehicle differences?
What's the short answer on the differences between Normal, Organic and Crystal vehicles?
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Re: Organic & Crystal vehicle differences?
No idea about crystal, but organic ships use more organic resources and less minerals and their dreadnoughts are much larger than normal ships.
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Re: Organic & Crystal vehicle differences?
Also no idea about crystal, but to elaborate on organic ships, basically just swap the mineral + organic cost. That's for lower hulls at least, cuz I only have the demo.
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Re: Organic & Crystal vehicle differences?
Crystalline hulls swap minerals for radioactives. There were plans to do a lot more than just have organic/crystalline hulls, but it was scaled back for various reasons.
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Re: Organic & Crystal vehicle differences?
Is there no special abilty for crystalline and organic hulls ?!
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Re: Organic & Crystal vehicle differences?
Crystalline hulls have some beam weapon save modifiers among a few select other things including greater maintenance discounts.
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Re: Organic & Crystal vehicle differences?
You may be thinking of the Balance Mod, where Kwok did indeed add some abilities to the hulls. In stock, the organic and crystalline hulls are the same as normal hulls. The sizes of the hulls are identical as well, in stock. Organic DN is the same exact size as normal DN, as is Crystalline DN. The only difference is in hull costs.
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Re: Organic & Crystal vehicle differences?
Ahhh, my bad, fryon caught me! I use kwoks balance mod. Oopsie! Just trying to help. Didnt stop to think I had modded data files!
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Re: Organic & Crystal vehicle differences?
Which begs the question as to how different they should be. These shifts in cost go a little way toward making these ships faster to produce, as any shift away from minerals will do. But Organic and Crystal races already have this advantage with their unique components. The question is: Should there be any other teeny advantages to these ships that go with your expenditure of those set-up points? Maybe some offsetting disadvantages too, since the normal vehicles are still available to these races. After all, 2 whole separate sets of ships and units for slight modification of resource costs doesn't seem like a worthwile difference. Of course, nothing unbalancing should be contemplated, just "sauce for the goose".
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Re: Organic & Crystal vehicle differences?
Personally I think that stuff should work like 3 exclusively different 'ways'; i.e. someone's organic, someone's crystal'ish, and others are good old metal.
At least with Kwok's mod, the races with these traits stop building normal ships, armor and weapons when they research their traits anyway, so why not just make them start with it but not have access to the 'metal' technology theme. |
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