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  #1  
Old January 24th, 2003, 03:05 PM
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Default Re: New Racial Tech Traits Ideas

I'd like a to see a "hive mentality" trait in proportions (but it could probably be changed to work with other mods)

Becasue they live in extremely dense, communal conditions, hive species would get:
-Higher density (ie higher output) cities and cultural centres
-Smaller crew quarters, boarding parties and security stations
-more efficient counter-intel?
-proabbly more stuff I can't think of right now.
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Old January 24th, 2003, 06:22 PM
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Default Re: New Racial Tech Traits Ideas

Not sure what sort of racial trait this would go with, but the missiles which never run out of range are really cool. You do this by including a twenty-first damage entry. They're only effective if the missiles are already max range; they do range 20 damage for all the extra range. Before my HD got wiped, I included these in my mod--it was really annoying to have to include all that PDC instead of missile dancing.
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Old January 24th, 2003, 08:05 PM

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Default Re: New Racial Tech Traits Ideas

ER-Missiles go to Advanced Propulsion Techinques
As for Hive Mentality, i can design this one (my fav style). It would be Symbiotic race though. Think of Zerg.

And thanks, i'll check P&N a lil later

[ January 24, 2003, 18:05: Message edited by: Taera ]
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Old January 24th, 2003, 08:05 PM
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Default Re: New Racial Tech Traits Ideas

I had said this on the #se4 channel and I bet its been done before, but a "Radioactives" racial tech similar to the Organic seems like an obvious one.
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Old January 24th, 2003, 08:06 PM

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Default Re: New Racial Tech Traits Ideas

not realy, what would it do?
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Old January 24th, 2003, 08:13 PM
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Default Re: New Racial Tech Traits Ideas

Quote:
Becasue they live in extremely dense, communal conditions, hive species would get:
-Higher density (ie higher output) cities and cultural centres
Why not just make it a super-advanced storage type trait?

More facilities, more cargo, much simpler to mod.
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Old January 26th, 2003, 04:12 AM
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Default Re: New Racial Tech Traits Ideas

One racial tech that I'm testing out right now is simply called Technocrat.

It's basically advanced designs of existing techs and some ne wtechs thrown in. I included things like advanced sensors, meson beams, null-space projectors, missiles, etc. The new techs are things like nanotech [gives access to tech areas like nano-spaceyards, nano armor (high structure armor that eventually allows research into regenerative nano armor, emmissive nano armor, and nano reactive sheath - a combination of the previous two), and applied nanotech (30kt repair components that reduce maintainance)], planetary defense grids (planetary shielding), and spatial ship design (fitting dreanaught classed components into a fighter hull, sort of a tardis like effect, but with bonuses of +10 to attack and +20-30 to defense so that with ship and fleet training it would be equivalent to the appropriate fighter. Also added combat move to hull to be fighter equivalent).

All the advanced techs have prodigious tech requirements and high costs (usually about 100k or more). Even with that I boosted the racial cost to 2500 to balance things out. Also, virtually all the techs are capturable/stealable/tradable.

I also added some compact prototype component mounts. Those for ships and bases available with applied research 2, and those for sats/wp's/drones available at research 3.

Still working with it though.
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