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Old July 30th, 2002, 08:41 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

Quote:
Originally posted by atomannj:
Good idea. Well, let's put up a list of options to be emailed to Malfador for the Palace.

Here is my two cents:
- +15% to attack and defense in system
- bonus to moral in system
- +15% production bonus on capital planet
- +15% research & intel bonus on planet
- palace has a high hitpoint defense (3000pt+)
- loss of palace severely lowers empire moral
- limited to one capital per empire
you know, only the Last two of those things are not supported now. if you make the palace ability unique across the empire, and make its loss impact morale, you could easily add any of the other abilities to the same facility.

perhaps some new ability ideas would be empire wide bonus to morale, production, intel, or research.
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Old July 30th, 2002, 09:20 PM
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Jmenschenfresser Jmenschenfresser is offline
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Default Re: Attn: Richard/Malfador: Palace use idea

There's an interview with Aaron at, what is it, se4.org, where he talks about adding palaces. Since the destruction of facilities are tied to population, he said they were too easy to kill. Or something like that. Sounded like they were in a beta and then were taken out...not sure, that is just speculation based on his statement.

There is perhaps a long workaround, but it would involve taking one of the three resources out of any production of vehicles, components or anything else. Use say organics. Then make the only component using them the bridge. Call it morale points or discipline points. Make most of these points be generated by the palace. Perhaps the player can build some military garrisons that generate a small amount of them or something to that effect. Then if the palace falls, the military dissolves. Or so in theory.
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Old July 31st, 2002, 03:16 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

Good news from Malfador. I heard back from Aaron and he said that "Its a great idea. We'll add it to our Wanted list."
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