
October 23rd, 2003, 01:48 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
Posts: 1,727
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Re: Abilities for objects in SE5!
- detrimental Facility effects that are not easily combated.
lowers happiness of planet, all planets in sector, all planets in system
lowers value, same options
lowers ground combat bonuses for attacker or defender, same for weapon platforms, same options
Let them stack or "only best counts", but it should not be possible to resolve any number of these by simply including one facility that provides the opposite effect. Perhaps "only best counts" once for positive and once for negative.
- Ship components that generate research, intel, or allow carried population to count for something.
- Weapon ability that destroys it on use.
- Set the different weapon damage types like in CivII, an array of bits, so that most can be combined together.
- Componets that reuqire the destruction of certain types of cargo before they work (I want soul cannons!).
- ECM or CS abilities on seekers.
- Abilities range and fire rate on troop weapons really do stuff.
- Extend the possible range on seekers. I would liek to be able to mod slow seekers that will follow a ship around for the enitre duration of combat.
- Boarding and troop-drops from several combat squares distance. Give the poor trekies their transporters.
- Planets and other sector objects that can move, randomly or whatever
- Ruins that do more than just give tech, like destroy population, or maybe the whole colony, or change the conditions or resource values of the planet.
- Planets that give bonuses to population growth or research or combat or happiness or whatever, ruins should be able to change or add this too. Maybe that's the only way to get this.
[ October 22, 2003, 13:07: Message edited by: Loser ]
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