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-   -   Weapons that Capture Planets (http://forum.shrapnelgames.com/showthread.php?t=7724)

Ed Kolis October 30th, 2002 08:54 PM

Weapons that Capture Planets
 
Is there any way to make a weapon that acts equivalent to Boarding Parties or Allegiance Subverter, only it works against planets - that is, it initiates a ground combat as if it were a bunch of troops being dropped? If not, there should be - imagine Planetary Allegiance Subverters and Borg Planetary Nano-Assimilator Warheads! http://forum.shrapnelgames.com/images/icons/shock.gif

Taz-in-Space October 30th, 2002 09:03 PM

Re: Weapons that Capture Planets
 
Or maybe an Alliegance Subverter that targets troops... ZAP - YOUR TROOPS ARE NOW MINE! HAHAHAHA!

capnq October 30th, 2002 09:04 PM

Re: Weapons that Capture Planets
 
The closest thing to this would be the Puppet Political Parties intel op. I'm pretty sure it can't be done with a component.

geoschmo October 30th, 2002 09:06 PM

Re: Weapons that Capture Planets
 
No there is not, but it would be cool. It would give us a way to mod in a unit that acted as a drop ship. Since units can't hold cargo now, that can't be done. Interesting idea there.

Geoschmo

Suicide Junkie October 30th, 2002 11:32 PM

Re: Weapons that Capture Planets
 
Or, What about subverters that worked on troops, against troops?

Every turn, a few of the ememy units/militia turn to your side http://forum.shrapnelgames.com/images/icons/icon7.gif

dogscoff October 31st, 2002 11:04 AM

Re: Weapons that Capture Planets
 
Cool! Or how about replacing the PPP intel op with one that converts a some of the population to your side in a popular uprising. Then combat occurs between your militia on one side and enemy militia + any troops on the other. If you're quick, you could get some of your own troops in to support the militia, or get a transport in and take away some of your new populaton.

dumbluck October 31st, 2002 01:02 PM

Re: Weapons that Capture Planets
 
Dogscoff: Actually, that sounds like an excellent fix to the PPP. You just posted it in the wrong thread is all!

To extenc this idea, you could break the new PPP into several levels (I'll leave the actual numbers up to you modders):

-level 1 converts some of the planet's population
-Level 2 converts more of the planet's population
-level 3 converts half of the population
-level 4 converts more than half of the population.
-level 5 converts about 3/4 of the population.

I really don't think that you could really convert more than about 75% to 80% of any given population. There are going to be the fring nuts that think that their leader is God Reborn and can do no wrong; they won't even consider any other alternative.

Edit: Actually, maybe that should be closer to 10 or 15% unconvertable.... And you'd want the percentage gains to decrease considerably with each successive level of PPP. Something like:
level 1: 15%
Level 2: 40%
Level 3: 60%
Level 4: 75%
Level 5: 85%

Where:
You gain 25% from level 1 to 2
You gain 20% from level 2 to 3
You gain 15% from level 3 to 4
you gain 10% from level 4 to 5

Heh. So much for leaving the numbers up to you modders... http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ October 31, 2002, 11:12: Message edited by: dumbluck ]

Suicide Junkie October 31st, 2002 09:39 PM

Re: Weapons that Capture Planets
 
Actually, if you reduce the number of ground combat turns to 1 or 2, you would only have to give the PPP a conVersion factor of 20% or less.

Since the battle will Last at least a few turns, you can add additional PPPs to the same planet, to improve your odds.


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