
May 13th, 2003, 08:19 AM
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Corporal
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Join Date: Apr 2003
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Re: Multi-Cloaking and supply
Quote:
Originally posted by StarBaseSweeper:
So no non-solar supply generator, better be lots of stars then
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There's actually one way I can think of that will give you a non-solar supply generator - but it's rather odd, tedious, and enables ships to repair themselves:
1) Give all bridges the ability 'Repairs 1 component per turn'.
2) Mod the rules, to allow Repair Bays to repair Emergency Resupply Pods (see where I'm going?)
3) Get rid of the 'Resupply' Research Path, effectively ridding the game of ERPs.
4) Mod the Stats, Size, etc. of Emergency Resupply Pods, into whatever you want Generators to be; the amount of Supplies 'Generated' per turn, should be how many supplies the ERP (now called a Generator) gives a ship when it is used.
Having done that, every turn a ship uses a Generator, it'll gain supplies, and the Generator will be destroyed - and the next turn, it'll be repaired, thanks to the Bridge. Having the bridge repair one component per turn shouldn't be all that bad, and could add some strategy to the game. For example: If your ship gets damaged, you'll have to stop using the Generator while everything else gets repaired. If your bridge gets destroyed, not only is your movement reduced to 1 - but your Generator won't 'recharge' anymore!
So, as long as you don't mind having to manually use the Generator every turn, the above solution should work well 
[ May 13, 2003, 07:20: Message edited by: Dingocat85 ]
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