Re: Fun Mod Concept
*commences brainstorming*
I'd just let them keep their planet but make the thing hard to kill. Ever see Lexx?(cheesy cult sci fi/fanasy show that had a few cool ideas and concepts, but terrible acting and story planning, Lexx=Waldo Mantrid=everyone else.). Lexx could blow planets up and eat the asteroids. I'd say let "Waldo" be a super ship the player could design, it's parts would be super cheap so you could only build it with the opening turn bonus. The player has little resourse storage, enough to build a few drone type units(do mines need maintinence, I don't think drones do).
Player's planet is like the "Cluster" from Lexx, lots of storage, and can produce units but no resource storage and low production each turn, only production(so it can build weapon's platforms and defense drones). You'll have to crunch some numbers to get the "balance" right.
And just so I'm not playing fox the whole game my dreadnaught has a planet killer weapon, shields, regenerating armor, lesser point defense and ship to ship beams, a space yard and repair bay and storage for all the 790 drones, undead assassins and "moth" fighters I need. This way it becomes can they kill me before I kill them. Their units should be cheap, and quickly produced so theyhave a chance to attack my behemoth. Maybe I can't sweep mines so it's possible to trap me and damage me to an extent. And what if I getsealed in a system by warp point closure, do I get an opener or is that part of the strategy?
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