Re: Captains and Governors
Nifty idea, 'tho might be hard to balance -- perhaps they should cost more Organics and fewer Radioactives? An unbalanced resource cost would increase build (training) time...
I notice that you don't have a technology requirement; the most obvious candidate in the default tech tree seems to be Advanced Military Science.
Other ideas, although I haven't checked whether or not the abilities would work --
- Engineering experts.
[AMS + Ship Construction + Repair]
Provides some repair ability (damage control).
MAY provide a tiny maintenance bonus, but be very careful balancing it.
- Astrogation experts.
[AMS + Astrophysics ]
Provides bonus movement points.
- Recon experts.
[AMS + Astrophysics + Sensors]
Advanced form of above. Bonus move, plus
basic passive ECM sensing, MAYBE long-range scanning at a very short range.
- Tactical combat experts.
[AMS]
Possibly bonus combat move, and some +att /
+def.
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