Re: Abilities for objects in SE5!
Ok, components that have an affect based on how many are in place, and for how long.
Basically, instead of stellar manipulation components that take years to build, then one turn to create a planet, star, warp point; you build several smaller, less expensive components and keep them safe in the area for a while to produce what you want.
No more, repair the component and do it again next turn.
Oh, and a repair cost flag. Most things would stay repairable for free, but a small or large cost would be added to, again, stellar manip. components.
Listen, I'm not saying this ideas are how it has to be. I'd just like these variables available for modding purposes.
I concede that the way things are now sacrifices "realism" in exchange for a set of game mechanics that are good for AI characters and turn a day PBW.
Think of how the Proportions mod really changed the game, and how much more it could do.
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