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January 19th, 2003, 03:05 AM
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Shrapnel Fanatic
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New Racial Tech Traits Ideas
What new racial tech traits would you want to see in a SE4 mod?
[ January 20, 2003, 07:46: Message edited by: Imperator Fyron ]
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January 19th, 2003, 07:58 AM
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Colonel
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Re: New Racial Tech Traits Ideas
What I would like would be a "true" mechanoid race. The trait as it is now gives you only protection against plagues, which is not a big deal. A mechanoid race like I see it, could additionally colonize all atmospheres and their ships would not need life support/crew quarters.
Of course this would be a very expensive racial trait (3000 points or more).
[ January 19, 2003, 06:00: Message edited by: Q ]
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January 19th, 2003, 08:46 AM
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Shrapnel Fanatic
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Re: New Racial Tech Traits Ideas
Already kinda added that to my mod. Not the colonizing thing, but the other part.
They get:
Mechanoid Technology
Level 1-3) Mechanoid Bridge I-III (10 kt, repairs 1-3 comps per turn, has Psychic Cloaking) maybe should have LS and CQ built in?
1-3) Mechanoid Immunity Lab I-III (level 3-5 plague prevention facility)
1-3) Mechanoid Labor Force I-III (5-15% system robotoid factory)
4-6) Effeciency Algorithm I-III (20kt, 10, 12, 15% combat to hit bonus, stacks with Combat Sensors)
4-6 + 4-6 Computers) Programing Language Research Computer I-III (System Computer Complex with +5% bonus).
And, the trait costs 1500 points. What do you think?
[ January 19, 2003, 07:07: Message edited by: Imperator Fyron ]
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January 19th, 2003, 09:00 AM
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Private
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Re: New Racial Tech Traits Ideas
perhaps a race with teleporting technology, they do not move normal, they jump. telporting boarding parties on an enemy ships, or teleporting troops on enemy planets, no need to get near the targets.
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January 19th, 2003, 09:08 AM
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Shrapnel Fanatic
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Re: New Racial Tech Traits Ideas
That would be awesome, but it won't work. There is no possibility of transporters in se4.
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January 19th, 2003, 10:58 AM
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Colonel
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Re: New Racial Tech Traits Ideas
Quote:
Originally posted by Imperator Fyron:
Already kinda added that to my mod. Not the colonizing thing, but the other part.
They get:
Mechanoid Technology
Level 1-3) Mechanoid Bridge I-III (10 kt, repairs 1-3 comps per turn, has Psychic Cloaking) maybe should have LS and CQ built in?
1-3) Mechanoid Immunity Lab I-III (level 3-5 plague prevention facility)
1-3) Mechanoid Labor Force I-III (5-15% system robotoid factory)
4-6) Effeciency Algorithm I-III (20kt, 10, 12, 15% combat to hit bonus, stacks with Combat Sensors)
4-6 + 4-6 Computers) Programing Language Research Computer I-III (System Computer Complex with +5% bonus).
And, the trait costs 1500 points. What do you think?
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Good ideas!
If you give a component bridge, life support and crew quarters abilities together the AI designs will be suboptimal because he will not consider the combined abilities (at least 3 identical components on each ship even if one would be sufficient).
But you may give them a cheaper special master computer component (right from the start, no research needed), bacause after the next patch the AI will use them.
For the colonizing: a universal colony module and a cheaper and faster atmosphere converter.
The racial cost if you give all that should then be much higher IMO, as I said at least 3000 points. But then this could be quite a strong AI race. For a human player it might be too much benefit.
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January 19th, 2003, 11:04 AM
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Shrapnel Fanatic
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Re: New Racial Tech Traits Ideas
There are already some Universal Colony Modules in the normal tech tree (and hybrids, that colonize 2 types).
I am trying to keep the cost at 1500.
AIs are of secondary concern to me (esp. as I don't like playing with AIs in the game ).
[ January 19, 2003, 09:27: Message edited by: Imperator Fyron ]
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January 20th, 2003, 12:18 AM
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Shrapnel Fanatic
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Re: New Racial Tech Traits Ideas
How much would someone pay for a trait called Military Strategists?
In the mod, all training facilites are system training, and train at a rate of 1 per turn. The max training is 10% (5 levels, 2 per level). Military Strategists would possibly train at a rate of 2 per turn, with a +2% max training cap. Does 500 points seem too much, too little, or just right for this trait?
Oh... I also changed the costs of the Aggressiveness and Defensiveness traits. They cost the same:
Characteristic Aggressiveness Max Pct := 125
Characteristic Aggressiveness Min Pct := 75
Characteristic Aggressiveness Pct Cost := 100
Characteristic Aggressiveness Threshold := 5
Characteristic Aggressiveness Threshhold Pct Cost Pos := 200
Characteristic Aggressiveness Threshhold Pct Cost Neg := 25
[ January 19, 2003, 22:22: Message edited by: Imperator Fyron ]
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January 20th, 2003, 12:29 AM
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Second Lieutenant
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Re: New Racial Tech Traits Ideas
Quote:
Originally posted by Imperator Fyron:
How much would someone pay for a trait called Military Strategists?
In the mod, all training facilites are system training, and train at a rate of 1 per turn. The max training is 10% (5 levels, 2 per level). Military Strategists would possibly train at a rate of 2 per turn, with a +2% max training cap. Does 500 points seem too much, too little, or just right for this trait?
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Here's another thought: close Fleet Training out from normal races. Give the Strategists their 2%/max10% Ship training .. and 1%/max10% FLEET training.
That'd be worth 500 IMO. Maybe as much as 750.
If you stick with both training types all the time, then 500 cost seems okay for faster training ... though 750 to pay for a cap of 15% (and that 2% per turn) counds intriguing as well.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 20th, 2003, 12:31 AM
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Shrapnel Fanatic
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Re: New Racial Tech Traits Ideas
Hmm... maybe I could have Master Strategists that does:
max fleet training 15%, 2% per turn
And then Master Tacticians that does:
max ship training 15%, 2% per turn
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