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Racial Tech-Traits Mod
How about a mod to concentrate all the racial tecnologies out there (no superpowerful traits) with at least one race to use each? wouldnt it be an interesting mod to play?
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Re: Racial Tech-Traits Mod
I had an idea recently: each person designs their own racial tech area, with all dependant techs, components, mounts, facilities, etc.
Yes, sort of a god-modding affair. But with one catch: research costs, possibly even racial trait costs, would be tweaked for overall balance by an impartial, nonplaying "arbiter" ... But that way, you wouldn't know what a given alien race was TRULY capable of, until you witnessed that capability for yourself ... typically by getting them to shoot at you. Heh. Unlike currently, where you can almost 100% expect certain things from, say, an Organic Manipulation race. Not EXACTLY what you're thinking of, but related, IMO ... |
Re: Racial Tech-Traits Mod
yep, thats even better
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Re: Racial Tech-Traits Mod
Unless, of course, you look at the data files. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Racial Tech-Traits Mod
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Re: Racial Tech-Traits Mod
Is it possible to make the name of a trait contain characters that make it distinct, but not visibly different during play, so that opponents can't actually tell which specific traits another race has chosen by looking at their race info page?
PvK |
Re: Racial Tech-Traits Mod
Muahahaha!
Did a test. It seems, from my brief test anyway, that the name of a racial trait is essentially a special effect for human benefit only. Which means that it may be very easy to make the names not contain the information about what traits a race has chosen, or, for instance to have any number of traits with the same name, and give them varying effects, so opponents won't be able to tell exactly what traits a race has simply by looking at their info file. PvK |
Re: Racial Tech-Traits Mod
hm, this looks a promisingly interesting game idea....
Anyone interested? we'll need a moderator to oversee techs and make sure they arent too powerful (say a race with uber-shields and skipping weaponry only) |
Re: Racial Tech-Traits Mod
Well, if I were an impartial moderator, I'd probably do like in my Balance mod project, and allow most stuff, but assess balanced costs. Uber techs would have really uber costs. Ya you can have a 5000-point phased shield generator component, but it's tech level 50 in your racial tech, or whatever.
PvK |
Re: Racial Tech-Traits Mod
This will be fun... Fear the Cheeze Dominion and its army of elite Zealot Infantry wielding the Holy Photon Grenade of Antioch, and ProtoBuster-equipped fighters providing air support... not to mention the HyperSpace VOMM Ray ("It's called that because it goes through HyperSpace and it goes VOMM when you shoot it!") armed UberDoomNaughts (a 15,000 kT base with 1 "Holy Frickin' Crud You Can Move a BASE With That Thing?!?" Ion Drive)... and Level 9 Legendary Spazers on MicroPlats (weapon platforms that are just big enough to hold 1 of my best weapon, so the "build 1 turn's worth" can be used optimally)
http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Now if I could only stop myself from peeking at the data files... |
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