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  #1  
Old June 12th, 2004, 11:26 AM

se5a se5a is offline
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Default Re: Cursed Talisman

actualy thats a verry good idea, a 100% chance to hit but does less damage.
infact just make it a mount.
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Old June 12th, 2004, 05:08 PM

Renegade 13 Renegade 13 is offline
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Default Re: Cursed Talisman

Quote:
Originally posted by Ruatha:
I fully agree, and to those few in Zeta who doesn't have the talisman, I too apologize for the usage of ths abominable device at my races behalf.
I would be one of those few...thus far it hasn't been too difficult...but I'm not exactly doing well anyways, which is in no way due to the Talisman, but to my own incompetence!!
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Old June 12th, 2004, 06:42 PM
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Fyron Fyron is offline
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Default Re: Cursed Talisman

You can give them 1 boarding defense ability point like I did in Adamant (in addition to making them combat sensors instead of 100% to hit). Then, add a component that does Security Stations Only damage. You can then corrupt their talismans and make them non-functional (plus get a new weapon to help board ships ).

[ June 12, 2004, 17:43: Message edited by: Imperator Fyron ]
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  #4  
Old June 12th, 2004, 07:14 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Cursed Talisman

In the beta group we suggested that the Talisman be reduced in power by either making it work only with certain weapons - and adding the 'always hits' power to a particular weapon is another way to do that -- or by making it only function every few rounds. If it only gives you a 'guaranteed hit' every other or every third combat round that would be much less unbalancing. But then I guess you could mod that by making the dedicated weapon only fire every other or every third round.

I'd still like to see a 'time slip' device given to the Temporal tech field that gives a flat chance for any weapon, even a Talisman guided weapon, to miss.
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Old June 12th, 2004, 07:28 PM

kerensky kerensky is offline
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Default Re: Cursed Talisman

In my mod, the Evolution mod, the religious talisman acts as a massive combat sensors. I Think I gave it an 80% to hit chance bonus. Unfortunatly, I am running a little behind in completing the mod . (I am a terrible procrastinator.)
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  #6  
Old June 12th, 2004, 08:06 PM

AMF AMF is offline
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Default Re: Cursed Talisman

I think this is a fantastic idea. And it keeps the sense of the religious aspect to it. These are super-blessed, mystical devices that your race can consecrate, but they are sort of "Altars" and so there can only be a few of them, placed on your most important planets or vessels...

Quote:
Originally posted by bearclaw:
Better yet, what if you only had a certain number that could be built?

Perhaps a Talisman I means that you can build 2. Thats it. Only 2 ships in your entire empire could have it.

Talisman II means that 3 could be built

etc.
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  #7  
Old June 12th, 2004, 11:41 PM
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General Woundwort General Woundwort is offline
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Default Re: Cursed Talisman

Good idea in theory, but I don't see how the current program can be modded to do this.

Quote:
Originally posted by alarikf:
I think this is a fantastic idea. And it keeps the sense of the religious aspect to it. These are super-blessed, mystical devices that your race can consecrate, but they are sort of "Altars" and so there can only be a few of them, placed on your most important planets or vessels...

quote:
Originally posted by bearclaw:
Better yet, what if you only had a certain number that could be built?

EDIT - thinking it over, making the Talisman power a "mount" wouldn't work either, what's to prevent the player from putting it on all his weapons? Then we're back to square one...

[ June 12, 2004, 22:44: Message edited by: General Woundwort ]
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