Re: Carribean mod
Sure JLS, sounds good. I'll get started on those in the morning then.
I was also kicking around the idea of remote mining... It might be a good way to represent piracy, other than Intel projects.
I was thinking maybe there would be a few systems that would basically be "open ocean" that didn't contain fog banks or whirlpools (nebulae and blackholes, respectively), but acted a lot like Asteroid systems.
Anyway, there would be spots on these open stretches of ocean that would represent trade routes. You'd place your ship with a special component on there, and it would generate resources for you each turn. Yes, just like remote mining. But it might be an idea to place a stronger emphasis on it, which each race being specialised in different remote-mining types.
So, for instance, Colonials would be average at collecting wood and food, but better than most in collecting weapons (supply from the mainland).
To be honest, I see established islands as being VERY hard to "glass", and with the vast amount of troop types I intend to include, fairly balanced when attempting to capture an island. These "trade routes" will give players (especially pirates) a target to harass. There would probably need to be some sort of bonus effect for destroying ships with these trade components, which I'll look into tomorrow too.
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