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Old May 7th, 2003, 03:24 AM
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Dingocat85 Dingocat85 is offline
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Default Re: What new abilities would you like to see?

My ideas:
1) The option to setup Empires that start on a Sun, instead of a Gas, Rock, or Ice planet.

2) Instead of the "modified ground combat defense by X percent for rock/gas/ice races" as proposed by dogscoff, "modified ground combat offence by X percent" would provide more options. For example:
>>Rock troops get +25% bonus attacking Rock planets
>>Rock troops get -33% bonus attacking Gas planets
>>Ice troops get -95% bonus attacking Suns
>>Gas troops have +10% bonus attacking Rock planets
.....and so on. This would provide a whole nother element to ground combat - you might have to borrow some troops from your different-planet-type ally, if your current troops are extremely weak on the planet you plan to invade.

3) The ability to give components fleet-wide abilities.
Examples:
Provides unlimited supplies for fleet
Gives fleet combat bonus
Gives fleet defence bonus
Reduces fleet maintenance costs by 10%

4) Option to modify existing/add new culture modifiers - maybe it could work on a point system, as do Characteristics?

5) Ability to give a component a negative combat movement bonus

6) Ability to make a component that gives Satellites X movement per combat turn

7) 3 Different Engine types:
Intra-system Engines (can't warp)
Sub-Light Engines (can warp)
Light Engines (Available only to Propulsion Experts, ship can instantly travel to a system X light years away, although the coordinate arrived at in the system would be random, and the ship would likely get damaged)

8) Delayed-action weapons (after identifying target, weapon must 'Charge' for 2 turns before it can fire)

9) Modifier: Weapon cannot fire without sufficient supplies

10) Modifier: Platform/facility cannot function on population 0 planet (i.e. the option to keep Resupply Depots, Weapons Platforms, etc. from working when the population is at 0 - Just like the way you are restricted from building anything on a pop-0 planet)

11) Modifier: Ship cannot move for X turns after firing this weapon

12) Weapons can temporarily disable some components
Examples:
Weapon disables enemy engines for X turns
Weapon disables target's shield generators for X turns - after that, shields are re-activated
Weapon causes target's defense/offense modifiers to be set to 0% for X turns

[ May 07, 2003, 03:10: Message edited by: Dingocat85 ]
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