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  #31  
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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  #32  
Old January 25th, 2003, 02:42 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Suicide Junkie:
Taera: See Pirates & Nomads, Advanced Gravitic Manipulation.

Graviton Flux Cannons dish out mucho damage by swirling planetary gravity around to shred an enemy, but have a harsh minimum range to "prevent damaging the planet itself".
Note: They are also only available on planets (IE: weapon platforms)
GOD those are glorious toys, the GFC's. One with normal mounting, and one with the biggets mount, on a Large WPlatform ... 5 or 10 of those will REALLY do some hurting to the enemy as they close.

Add an ER repulsor beam (biggest mount), and you can keep throwing them BACK into range of the GFC.

Whee!
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  #33  
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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  #34  
Old January 26th, 2003, 07:18 AM
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Default Re: New Racial Tech Traits Ideas

Theres a lot of tech you could associate with a "radioactive" race. Radation weapons, engines, shields, sensors. The main idea I was thinking of is that their components use a lot more radioactives than minerals or organics.
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  #35  
Old January 26th, 2003, 09:19 PM
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Default Re: New Racial Tech Traits Ideas

How about something along the lines of the Gaians in SMAC, who capture mind worms and turn them into infantry units? You could allow an organic race to capture native organisms and use them for planet defense.
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  #36  
Old January 26th, 2003, 10:50 PM
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Default Re: New Racial Tech Traits Ideas

You can't really have native organisms in se4. Also, you can't customize how the militia calculations work for each race; it is the same for all.
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  #37  
Old January 27th, 2003, 03:22 AM

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Default Re: New Racial Tech Traits Ideas

hey Fyron, i've checked P&N's gravity tech tree. While its nice i'd like to have something more... gravitational
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  #38  
Old January 27th, 2003, 09:37 AM
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Default Re: New Racial Tech Traits Ideas

So, propose more gravitational stuff.
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