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  #1  
Old February 8th, 2005, 06:32 PM
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Default Re: Carrier Battles Mod

Just finished a busy week, but I'm back.

For race setup, I'm thinking that it could be interesting to have almost all of the variations built into the culture, and leave the characteristics for minor tweaks. Should make it easier to balance the traits I think...


Some example cultures I've been thinking of:
Berzerkers:
-25% to production, construction and repair, for 20% more combat prowess.

Preservationists:
-50% to production and construction, for maintenance free ships.

Disposable Society:
-5 to combat. Double maintenance. -100% to repair. Doubled SY rate.
(Handy for replacing those fighters, may be a bit too powerful in practice)
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  #2  
Old February 8th, 2005, 06:38 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
maintenance free ships.
Can't be done with cultures or characteristics. There's a hardcoded minimum of 5% maintenance cost, and the only way to get around it is a racial tech like the Pirates&Nomads mod's Ultra Recycler Node.
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  #3  
Old February 8th, 2005, 06:57 PM
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Default Re: Carrier Battles Mod

I'm using the 100% base maintenance rate, and dropping the maintenance further with hull abilities.

In practice, you'll be paying 95% less than everybody else, which is close enough to maintenance free
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  #4  
Old February 8th, 2005, 07:53 PM
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Default Re: Carrier Battles Mod

In regards to disposable economy:

Would be good, except when you show up to a planet that is filled to the brim with fighters, launching thousands at you. I suppose to prevent this you could fiddle with planetary storage and cargo facility storage.
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  #5  
Old February 8th, 2005, 08:37 PM
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Default Re: Carrier Battles Mod

A disposable economy race would have an advantage on defense due to the rapid replacement of units, yes, but they'd also be at a disadvantage on offence, since they can't field as many carriers. And we all know, fighting a strategic defense is bad news.

I would also expect everybody's planets to be chock-full of fighters and troops, regardless of their culture. Most of the time, at least... you could always attack early after colonization, or right after a large fleet has restocked and moved out.

---

It'll all come out in playtesting, though, and I'm expecting to have to change the numbers at least a bit.
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  #6  
Old February 9th, 2005, 01:59 AM
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Default Re: Carrier Battles Mod

Updated the posted zip on imagemodserver...
I'll probably be writing out the weapon level II to X components soon, and adding the Masochistic happiness type from GritEcon
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  #7  
Old February 9th, 2005, 02:36 AM
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Default Re: Carrier Battles Mod

I think Preservationists could be more indepth. I mean what that really says to me is that their stuff is built to last, right? Well it stands to reason that it would be tougher, too. Just something that struck me.
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