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  #11  
Old January 20th, 2003, 12:33 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Imperator Fyron:
Hmm... maybe I could have Master Strategists that does:

max fleet training 15%, 2% per turn

And then Master Tacticians that does:

max ship training 15%, 2% per turn

Maybe 350 apiece for those. 400, tops. 8)
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  #12  
Old January 20th, 2003, 12:45 AM
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Default Re: New Racial Tech Traits Ideas

Wait... max normal Fleet Training Facility is 5%...

I need an idea for a good tech name for the Master Strategists. Advanced Strategies sounds kinda lame.

[ January 19, 2003, 22:45: Message edited by: Imperator Fyron ]
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  #13  
Old January 20th, 2003, 01:01 AM
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Default Re: New Racial Tech Traits Ideas

Unless someone gives me any better ideas, I am going to go with:

Advanced Strategic Planning

Advanced Tactical Manuevers
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  #14  
Old January 20th, 2003, 02:09 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Imperator Fyron:
What new racial tech traits would you want to see in a SE4 mod?
I've got a FEW, but I'm using 'em for Exodus. 8)

Rather than straight up racial technologies, what about some of the "minor traits" like SJ put in P&N? Like Living Ships or the like?

[Edit]

Acutally, to heck with it, here're a few of the things I'm thinking of for Exodus:

Advanced Terraforming (cheaper, faster, lower-research-cost climate, value, and atmosphere modifying toys. Even perhaps a slow-as-molasses-on-a-cold-day atmosphere converter to START with -- 30 to 40 turns,maybe?).

Advanced Fighters (fighter use on steroids; better fighter hullss, nicer fighter components, better launch bays, a couple extra carrier hulls)

Advanced Missiles (as AdvFighters is to fighters, this is to missiles ... and PDC)

Megascalar Engineers (masters of all that is bigger-than-BIG)

Microscalar engineers (unmatched makers of small things -- units, multi-purpose components (a combined LS/CQ component, for example)).

.....

Additionally, you could do for gorund troops, what I suggest above for missiles / fighters.

Not so much "stuff noone else can do at all" ... but "stuff you do BETTER than anyone else, but not truly DIFFERENTLY". To compare to Stock SE4/G ... perhaps instead of having Small Weapons run form 1 to 3 ... maybe the Advanced Fighter fellow has a 4 and 5 level of each one.

Perhaps the Advanced Missile guy gets to advance beyond the nomral limits of the CSM and the like (RoF 2 CSMs, or else Armored CSMs, or maybe both but not at the same TIME, and so on).

Oh, one thing: one of the things I like best about P&N is, the CROSSOVER TOYS. *hint, hint*

[ January 19, 2003, 12:20: Message edited by: Pax ]
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  #15  
Old January 20th, 2003, 04:14 AM
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Default Re: New Racial Tech Traits Ideas

{looks at Stars! and MOO2 for inspiration}

Hyper-Expansionists - Gets a modified colony ship hull that can carry 7 engines (fastest thing in space!), and cheaper colony components; enhanced population growth facilities (like Organic)

Stealth Masters - alternate cloaking devices which cost less research and resources; stealth armor that provides level 2 and 3 cloaking; modified base hulls with level 1 built-in Active-EM cloak

Warlords - muchos advanced weapons and big ships!!! also a maintenance reducing facility like the Crystalline Restructuring Plant, and training facilities... this one should be expensive! (since I combined Stars! "War Mongers" with MOO2's "Warlord")

Inner Strength - better armor, shields, repair, minesweepers

Space Demolitionists - hyper-advanced mines & warheads; mines get built-in long range scanners/anticloak scanners

Interstellar Traveller - cheaper open/close warp points components; open/close warp points facilities (if such things are possible); enhanced supply components & cheaper resupply depots

Space Miners - greatly enhanced remote mining (such that it's more profitable to remote mine than to mine normally)

Master Spies - better intel facilities/ops, small ships get built-in scanner and/or cloak

Ramscoop Engines - can build Ramscoop engines, which move very slow but use no supply

Recyclers - gets advanced recycling facilities right off the bat

Alchemists - gets resource converters right off the bat

Bleeding Edge Technology - would require duplicates of ALL other techs, but it would be cool - new techs initially cost double, but they
improve faster

Cybernetic – Better repair components; healing armor
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  #16  
Old January 20th, 2003, 05:27 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: New Racial Tech Traits Ideas

Actually, I prefer that technology not be allocated as a rigid racial 'trait' that no one else can possibly understand. It's completely illogical and unrealistic. If research can be designed differently for SE V we could have different areas of research needing different kinds of research points, sort of like components need various amounts of the three basic resources. Then races/species could have different aptitudes for different kinds of research just as they do for different types of resource production. If you are an 'Organic Technology' race your aptititude in Organic Manipulation research could be ten times better than a race which is not of that type. BUT... it would still be possible for a non-specialized race to research the technology. Which is only reasonable.

Now, considering the question more literally, I do have some ideas for more interesting 'racial traits' in SE V, and some changes for the existing traits...

Emotionless should include immunity to Ship Insurrection and Puppet Political Parties if it doesn't already. How do you 'incite' an emotionless people to rebellion?

Mechanoids should be immune to special Psychic weapons -- Mental Flailer and Allegiance Converter. If they are machines, how does a "psychic" attack affect them?

Hardy Industrialists should be able to build ships at any planet without a special space yard. The slight increase in production speed is a joke for 1000 points.

New Traits:

*'Non-respiratory' : This is a race that does not need to breathe, like Silicoids in MOO, and so treats all atmospheres the same -- even None! They would thrive the same in allatmospheres. Other planet conditions (like gravity or radiation) could still affect them, though. Should probably be as expensive as "Emotionless" since it's another sort of immunity.

* "Xenophobe" : Races that are "Xenophobes" would have very limited diplomacy options due to extreme hatred/fear of anyone not like themselves, but would get some racial points back to use elsewhere. (Sergetti for example)

* 'Anarchist' racial trait -- ability to do without "Seat of Government" (assuming this is implemented in SE V!) and not suffer the usual penalties. (XiChung? Norak because of religious trait?)

* 'Fragile' : A race that is so physically delicate that it cannot engage in ground combat at all. Not able to use troops, and no militia appear to defend planets when invaded. If enemy can land troops on the planet, invasion is automatically successful. Returns lots of racial points to be used on something else. (The Amon Krie are good candidates for this. How do worms operate battlemechs?)

* 'Resistant to Infiltration' - Several types of races are considered to be 'naturally' resistant to infiltration. A single specific trait should be created for this. Then, a psychic race or a 'hive-mind' race that should be hard to use any sort of intel projects against can choose it and have better 'thematic' consistency.

Or perhaps this could be implemented as a feature of some other racial traits, like 'Hive Mind' and/or 'Psychic'.

[ January 20, 2003, 03:37: Message edited by: Baron Munchausen ]
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  #17  
Old January 20th, 2003, 05:58 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Actually, I prefer that technology not be allocated as a rigid racial 'trait' that no one else can possibly understand. It's completely illogical and unrealistic.
That depends on what the "technology" represents. If it is strictly technology, then what you say is correct. But if it is not necessarily a "technology", but more like a cultural trait, or something that represents an evolutionary step, it really would not be useable by other races. Races that have no aptitude what-so-ever for Psychic abilities would not be able to develop Psychic "technologies". Races that are not very spiritual would not be able to develop Religious "technologies". The same goes for Temporal. Crystalline and Organic are harder to justify, but it can be done. Think of those "technologies" more as features of the race, not actual "technologies".
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  #18  
Old January 24th, 2003, 02:46 AM
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Default Re: New Racial Tech Traits Ideas

I guess I have to break net-etiquette again and bump another thread without adding any content.

Any new ideas people?
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  #19  
Old January 24th, 2003, 03:05 AM

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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Baron Munchausen:

Hardy Industrialists should be able to build ships at any planet without a special space yard. The slight increase in production speed is a joke for 1000 points.
I'd probably still take this trait, even if it cost 1500. +25% construction is a big bonus...

Quote:

*'Non-respiratory' : This is a race that does not need to breathe, like Silicoids in MOO, and so treats all atmospheres the same -- even None! They would thrive the same in allatmospheres. Other planet conditions (like gravity or radiation) could still affect them, though. Should probably be as expensive as "Emotionless" since it's another sort of immunity.
Cool idea, you could implement it sort of by modding in a cheap, super-efficient Atmosphere Converter. I would say it's worth well over 3000 points, though... Probably more like 10,000 points.. heh

Quote:

* "Xenophobe" :
* 'Anarchist' racial trait
* 'Fragile' :
All cool ideas, hopefully something you could do in SE5...

Quote:

* 'Resistant to Infiltration' - Several types of races are considered to be 'naturally' resistant to infiltration. A single specific trait should be created for this.
Might be a neat idea to make an intel-specialist race by reducing the effectiveness of (or removing) some of the more deadly intel projects (eg, food poisoning, communication mimics) for everyone else, and then make them more effective (or available) for someone who chose this racial trait.
[/QB][/quote]

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  #20  
Old January 24th, 2003, 04:35 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
I'd probably still take this trait, even if it cost 1500. +25% construction is a big bonus...
Especially when you have a 120 construction trait already.
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