Thread: DERILICT SHIPS?
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Old January 30th, 2002, 11:19 AM

Mark Walton Mark Walton is offline
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Default Re: DERILICT SHIPS?

Thinking out loud... would it be possible to create an AI (possibly neutral) race which has lots of tech at the start of the game, creates this one ship then wipes itself out? Players could then explore and find the vessel, take it home and analyze it. Or, maybe it isn't too badly damaged, and they can just occupy it and fly it around (like the Liberator in B7). Perhaps it is a derelict simpyl because it has run out of supply.

I might try this... I am planning to mod the tech areas files so that after game startup, all techs are researchable... but with extra-high costs for those race-only or ruins techs. Also put in the mod for choosing techs from racial points discussed on a previous thread. I would only leave un-researchable, those techs which I'm using the fudge the rules in some way. (Some race abilities will be called things like "NPC1 - do not choose")

So, the "derelict" race type has access to a special hull type, and some more advanced technologies similar to ruins techs, and a super-fast ship building facility. They develop this one ship and one tech, which "upgrades" their facilities to something which does bog all except help provide maintainance for this ship. (Reduced Maintenance Cost - System 100, perhaps. Of course care must be taken or players will have a free-maint system by capturing the world! so maybe not...). Oh and no resupply base. And, sometimes, engines which are also emergency move generators, so they end up destroyed and a bit more derelict (I am right in thinking the AI will actually use these? am I?)

Often the ship will have some cloaking device... probably just level 2-3. Just to make it slightly harder to find the ship.

If you find and capture their ship, will you run the risk of disassembling it in the hope you will learn something... or just use it's awesome power straight away?
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