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Old January 20th, 2003, 02:09 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Imperator Fyron:
What new racial tech traits would you want to see in a SE4 mod?
I've got a FEW, but I'm using 'em for Exodus. 8)

Rather than straight up racial technologies, what about some of the "minor traits" like SJ put in P&N? Like Living Ships or the like?

[Edit]

Acutally, to heck with it, here're a few of the things I'm thinking of for Exodus:

Advanced Terraforming (cheaper, faster, lower-research-cost climate, value, and atmosphere modifying toys. Even perhaps a slow-as-molasses-on-a-cold-day atmosphere converter to START with -- 30 to 40 turns,maybe?).

Advanced Fighters (fighter use on steroids; better fighter hullss, nicer fighter components, better launch bays, a couple extra carrier hulls)

Advanced Missiles (as AdvFighters is to fighters, this is to missiles ... and PDC)

Megascalar Engineers (masters of all that is bigger-than-BIG)

Microscalar engineers (unmatched makers of small things -- units, multi-purpose components (a combined LS/CQ component, for example)).

.....

Additionally, you could do for gorund troops, what I suggest above for missiles / fighters.

Not so much "stuff noone else can do at all" ... but "stuff you do BETTER than anyone else, but not truly DIFFERENTLY". To compare to Stock SE4/G ... perhaps instead of having Small Weapons run form 1 to 3 ... maybe the Advanced Fighter fellow has a 4 and 5 level of each one.

Perhaps the Advanced Missile guy gets to advance beyond the nomral limits of the CSM and the like (RoF 2 CSMs, or else Armored CSMs, or maybe both but not at the same TIME, and so on).

Oh, one thing: one of the things I like best about P&N is, the CROSSOVER TOYS. *hint, hint*

[ January 19, 2003, 12:20: Message edited by: Pax ]
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