|
|
|
 |

February 8th, 2005, 06:32 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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)
__________________
Things you want:
|

February 8th, 2005, 06:38 PM
|
 |
Major
|
|
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

February 8th, 2005, 06:57 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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 
__________________
Things you want:
|

February 8th, 2005, 07:53 PM
|
 |
Captain
|
|
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

February 8th, 2005, 08:37 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

February 9th, 2005, 01:59 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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 
__________________
Things you want:
|

February 9th, 2005, 02:36 AM
|
 |
Corporal
|
|
Join Date: Aug 2004
Posts: 88
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|