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Old August 23rd, 2002, 01:38 AM

dumbluck dumbluck is offline
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Racial Trait: Drug Dependancy
Like the Dominion underlings... it would suck if your crew mutinied, or worse, were captured and forced to work for the other side, so logically you make them dependent on a drug for normal functioning

- Racial Trait gives -50% to Attack and Defense.
- Ship/base component "drug synthesis lab" gives all ships in sector a +65% to Attack and Defense.
- If a ship is captured or rebels, it no longer has access to the drug (unless it is the drug manufacturing ship!!!) so the crew goes into withdraw.
- If another race captures your drug ship though, look out, their race isn't genetically dependant, but would benifit from all that narcotic boost.

I'd suggest making the drug synth labs large to limit them to support ships or bases. Because the race now is more 'immune' to the consequences of capture/mind control, and have a +15 to combat, my suggestion is to have it cost around 2000 Racial Points (or perhaps decrease the combat bonus to 55 or 60%).
A couple of things. If the crew rebels/ is captured, they will not go into withdrawl, they will stop being Dominion (or whatever) and start being Abbidon (or whomever their new empire is). That means that they will lose all of their old empire's traits and take on all of their new empire's traits (with the exception of atmosphere). So they would lose the to-hit penalty.

Also, I didn't see anything that granted immunity (even partial) from crew insurrection/(psy converter thingy I can't remember the name of).

Sorry to burst your bubble. (Unless, of coarse, I'm completely wrong about how the game works...)
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