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Old June 20th, 2005, 02:40 PM
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Default Re: The End of Galactic Civilization..... Mod!

Kevin: Forgot to put that in the post, and is not yet implemented (as I'm not working on weapons yet), but..... well, lemme explain this.

If you start at Medium or High tech (I recommend Medium), you already have a lot of powerful technology. You will have highly destructive weaponry, large warships which can actually hold multiple planet killer weapons, you have enormously powerful orbital bombs, etc.

This way, when a war breaks out, horrific technology can be deployed on both sides. Planets will be blown up like fireworks on the 4th of July, sunkillers will decimate population, fleets of warships duke it out in what will eventually (probably) become a mutual annihilation. Think of it as the nuclear stalemate between the US and the Soviet Union in the past half century. (Lovely to be able to say that.....) If any side were to openly attack the other, nukes would probably come into play at some point, at which point they would wage a war of mutual annihilation. Now, you can have small border conflicts (I'm talking about the mod), but once you're deploying large attack forces and start pushing into the enemy's territory, super-weapons will come into play. From both sides. And once the solar nukes start flyin', people'll start dyin'.

Oh, did I mention that it will be a roleplay mod?

Fyron: Compare.

-Civilian Bridge.
10kT, cost 200mins. Good for civilian vessels to cut cost and increase available hull size.

-Military Bridge.
50kT, cost 1Kmins, 200rads. Good for small to medium-sized warships.

-Mercenary Bridge.
150(!)kT, cost 3.5Kmins, 1Krads. Considering the fact that this is an extremely large bridge, it's mainly useful - nay, only useful - on large warships. I'm probably going to add penalties to this bridge too.

Oh, did I mention that it will be a roleplay mod?

edit: Btw, does negative "Resource Generation - Minerals" work?

edit2: Can I stick cargo bays on fighters?
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