Re: New SJ mod
I believe I mentioned somewhere in the thread that I've clamped down the to-hit modifiers.
I'm thinking a max of 10% due to racial setup, and steep prices all around.
Repair skill has the potential to go double or triple (max 999%) with a pretty low cost per point. Should come in handier with the repair drones and leaky everything, too.
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Ship training only goes up to 6% at level 3, proceeds at one percent per planet.
It also takes up two facility slots per planet, so its a bit more expensive.
If you want 2% per turn, you can always do the planet/moon thing, but then you need a small or better moon, and you use Four facility slots on the project.
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At the moment, I've axed all the racial Tech areas.
Religious did have some cool stuff, so there is still a "System Ecological Center" and a System Counter-intel facility with some name I forget already.
They're going to be standard techs though.
I will probably add some more in later. Possibly making the "solid" shield tech racial, and perhaps some leaky organic armor style stuff would be cool as a racial tech.
The minor racial techs from P&N will probably find room here. "Tiny race", "Advanced Automation", and "Think Big" are pretty universally useful.
[ January 05, 2004, 03:45: Message edited by: Suicide Junkie ]
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