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May 5th, 2004, 07:59 PM
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Shrapnel Fanatic
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Re: Religious Talisman - unbalancing or not?
I think spaces at the end would show up, so you would want enough spaces to go past the 3rd line of display for the traits (which is only half a line, but you can still figure out what the traits are from the top halves of the names) for EVERY trait, then a random character after those spaces, as it will never be shown in-game.
The problem is that when you meet a race, most of their traits would be painfully obvious. How do you hide the fact that you use organic stuff on your ships? Or crystalline? Or the fact that you are deeply religious (your entire demeanor would give it away)? Some traits could be hidden, but most would be obvious, especially if you ever get to scan or visit a planet of theirs...
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May 5th, 2004, 08:10 PM
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First Lieutenant
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Re: Religious Talisman - unbalancing or not?
Quote:
The problem is that when you meet a race, most of their traits would be painfully obvious. How do you hide the fact that you use organic stuff on your ships? Or crystalline? Or the fact that you are deeply religious (your entire demeanor would give it away)? Some traits could be hidden, but most would be obvious, especially if you ever get to scan or visit a planet of theirs...
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It might be obvious that a race is religious, but that doesn't guarantee (or even imply) that they have the technology to never miss. Of course in SE4, there's only one type of "religious".
I supose as a mod idea, you could split the racial techs up and have one "religious" that gives you the talisman, and "religious " that gives you the facilities, etc. Maybe also have a "religious " that gives you nothing and costs 0 points.
EDIT: Hey, I've been promoted! Better watch out, Fyron. I'm catching up 
[ May 05, 2004, 19:13: Message edited by: Spoo ]
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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May 5th, 2004, 08:11 PM
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Shrapnel Fanatic
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Re: Religious Talisman - unbalancing or not?
Quote:
Of course in SE4, there's only one type of "religious".
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Not if you play Adamant Mod, where there are 7 types.
Quote:
I supose as a mod idea, you could split the racial techs up and have one "religious" that gives you the talisman, and "religious " that gives you the facilities, etc. Maybe also have a "religious " that gives you nothing and costs 0 points.
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Way ahead of you. Psychic is also split into numerous subtraits.
[ May 05, 2004, 19:12: Message edited by: Imperator Fyron ]
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May 5th, 2004, 08:15 PM
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First Lieutenant
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Re: Religious Talisman - unbalancing or not?
Such a fast reply! I didn't even have a chance to edit!
Looks like I should finally try out Adamant. One day I'll have free time 
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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May 5th, 2004, 08:20 PM
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Shrapnel Fanatic
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Re: Religious Talisman - unbalancing or not?
I didn't have a whole lot to type.
But getting back to the discussion at hand... it would indeed be good if you had an optional field in RacialTraits.txt that was "Hidden Trait := TRUE" which would hide the trait from being displayed to other races. I would not like to see all traits forcibly hidden, even with a global setting in Settings.txt. More choices are always good. 
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May 5th, 2004, 08:45 PM
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Captain
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Re: Religious Talisman - unbalancing or not?
Or have it selectable at game setup.
Religious_________2000 pts.
Hidden Religious__3000 pts.
__________________
Those who can, do.
Those who can't, teach.
Those who can't teach, slag.
http://se4-gaming.net/
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May 5th, 2004, 09:10 PM
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First Lieutenant
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Re: Religious Talisman - unbalancing or not?
Quote:
Originally posted by Imperator Fyron:
The problem is that when you meet a race, most of their traits would be painfully obvious. How do you hide the fact that you use organic stuff on your ships? Or crystalline? Or the fact that you are deeply religious (your entire demeanor would give it away)? Some traits could be hidden, but most would be obvious, especially if you ever get to scan or visit a planet of theirs...
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I think that's the point he was trying to make -- it would be "better" if you could only discover these traits through interaction. (I put "better" in quotes because I'm not sure I agree... but it does make for an interesting twist). And your "painfully obvious" examples carry a few assumptions, I think, that don't necessarily apply to any given game...
edit: spellink
[ May 05, 2004, 20:10: Message edited by: spoon ]
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