Thread: Babylon 5 Mod
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Old May 22nd, 2004, 06:32 PM
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Default Re: Babylon 5 Mod

PF & Grum: Re Vorlon colonisation. That's actually better that Vorlon's colonise through conquest. We know that Vorlons can fight because Kosh fought the Shadows on B5 and the security when Mk II was evicted. We also had the Shadows being zapped on Centauri Prime when Morden was terminated.

They certainally showed the stomach for it at the final battle but if that's they you want to go for now that's fine.

Re: the Atmospheric Modification Plant ; rather than " make them so expensive that they will use resources for years before completing the conVersion" why not instill the following abitity:

Resource Gen Modifier System - (Radioactives Organics and Minerals)*
Value1 = Percentage change of resource generation for entire system (+/- percentage).
Value2 = -10

* need not be the same value for each resouce!

Ideally if this was Empire Wide it would make more sense, the cost of modifying a planet would be like a tax on the Empire, until such time as the planet was converted.


The other thing I've always wanted was for Planet's with Ancient ruins/technologies to also have the following:

Planet Point Generation Modifier - Research
Value1 = Percentage change of point generation for entire planet (+/- percentage).
Value2 = 20

Planet Point Generation Modifier - Intelligence
Value1 = Percentage change of point generation for entire planet (+/- percentage).
Value2 = 5

So that any Facility placed on a planet that had the Ancient tag would provide an increase to any research or Intel facility placed on it.
This would also preserve the Ancient planets identity which always went once the colony ship colonised it.

Why not also have an increased chance of plague hitting the colonising race due to some microb they dug up.


[ May 22, 2004, 17:42: Message edited by: Nomor ]
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