A Few Ideas for SEV
Probably too late but here goes!
I'd like to see a few 100 Minor races that dont go past the planet level, ie the develop and use a planet but dont expand past that.
Each race would have one of the demeanors.
Each demeanor would have a positive/negative reaction to how that race views you (because of your demeanor). (IE violent and aggressive would have more in common that wiolent and serene)
Planets would have two Ratings, Loyalty and Fear. Planets could be effectively governed either way, a high fear rating would suffice to increase production as would a high loyalty rating. This would be dependant on how that race views your race (or how your own people view you). Troops on a planet would increase teh fear rating, sending positive things would increase loyalty.
Captains: Its been modded in but i'd like to see more of it. You could make a facility that would train and produce captains (only a certain amount of captains per ship or per planet or per population would be allowed). Captains would be 0kt and are allowed on any ship. Captains would provide different bonuses depending on race and design. Depending on your races demeanor Captains would radiate either FEAR or LOYALTY while in orbit or stationed on a planet. Captains could gain experience just like ships thus increasing their tactical bonus and thier Fear/Loyalty bonus.
Admirals - Function the same way as captains do yet provide their bonus to a fleet rather than a ship. (fewer would be available, possible have to be trained from captain level?)
Capital Ships - Depending on how many planets/population/ships you have you can commision any 1 ship to be a capital ship. (you would be limited in the overal amount you could have). This ship would gain Tonnage, Deffensive/Offensive Bonus and would also radiate Fear/Loyalty.
Flag Ship - Only one ship at any given time can be designated the Flag Ship. This would have massive bonuses and added tonnage. Would also generate lots of Fear/Loyalty (depending on your race and who your dealing with).
Captains/Admirals can be captured and intterogated (just like ships can be anaylized).
Losing a Captain or Admiral or Flag Ship would have bad affects on your planets.
Diplomats - Unit like the captain that travells on a ship or stays at a planet. Diplomats serve to increase either loyalty or fear depending on how that race (or your own race) is governed or vews your race.
Loyalty/Fear Buildings that could be put on planet to increase either of those values.
To further describe what I mean but Loyalty or Fear here goes:
A loyalty Bar, A fear Bar, and an (undecided?) bar.
A planet could have 5 Loyalty, 35 Fear, and 60 (undecided?) This planet would be in danger of revolt.
A ship comes into orbit containg a captain level 3 that radiates 10 Fear because he is violent and the race is serene. The planet goest to 5 Loyalty 45 fear and 50 undecided. The planet is no longer in serious danger to revolt so it can now build troops.
During this time the minor race fires of a meaningless (but game fun) message about sending away one of your 'butchers'. They promise to behave!
(just adds atmosphere!)
If the captain leaves the planet woudl maintain that bonus for lets say 5 turns. Each turn he stays would mean two turns taht it would maintain the bonus without him.
Anyhow just a few thoughts for SEV, i'm sure others may have come up with similar things but that thread is soooooo long!
[ June 24, 2004, 20:22: Message edited by: BlackRose ]
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