|
|
|
|
|
October 31st, 2002, 01:06 AM
|
Corporal
|
|
Join Date: Aug 2002
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Tell you what, The Canuck, the Gaim seem to be a practical species when it comes to politics - if we start close together and you promise to keep you raiding out of my sight (so we can have plausable denability) we may give you a few treaties and maybe let you have some tech. It all depends on your forces being available when we need some cannon fodder .. er .. forward scouts.
|
October 31st, 2002, 01:24 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Babylon 5 Mod
Hey, thats for the ancients to do, not the Gaim.
|
October 31st, 2002, 01:39 AM
|
Corporal
|
|
Join Date: Aug 2002
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Hmm, true. Possibly too forward looking for a species that only stopped killing themselves because they noticed that there were others around.
Ok then, the Raiders will be exterminated from my sphere of influence unless they can come up with some worthwhile bribe - and even if they do I'll still want my forward scouts
|
October 31st, 2002, 01:53 AM
|
|
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Quote:
one thing about raiders is that they never really had a "homeworld". they had bases and bought ships and such from the blackmarket and from real empires. so i think to make it fair make the raider homeworld should be invisible or have alot of shields or something so that i, i mean umm... SOMEONE who plays as the raiders doesnt get wiped out too easily. i mean he/she needs to have a chance
|
The game isn't really set up for blackmarket buy/sell... mainly because the computer isn't smart enough to keep up with that sort of thing, but especially because you have to sell whole ships - now if you could sell individual components for plug and play... <>
Really, whoever plays the raider/nomad race will have to roll play quite well - and they'll never really be a significant contender. They just need to be happy with playing the roll of "annoying jerk". Of course if anyone gets too irrate, it's byebye Nomad. In some ways it's the main players who need to roll-play accurately.
Val, the nomad fac. look good to me. Until the components can support research and intel, the nomads will just have to be underdogs.
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|
October 31st, 2002, 02:05 AM
|
Corporal
|
|
Join Date: Dec 2001
Location: Concord, CA
Posts: 51
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Quote:
Originally posted by Val:
AGoetz
Dead Meat
I'm actually curious to see if a Planet Killer actual makes an appearance in the PBW game...
|
Well then, just keep looking up.
[ October 31, 2002, 00:06: Message edited by: Dead Meat ]
__________________
All the World's a stage and all the men and women merely players,
they have their exits and their entrances and one man in his life plays
many parts, his act being seven stages... - William Shakespeare
|
October 31st, 2002, 03:00 AM
|
Corporal
|
|
Join Date: Aug 2002
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Looking.
Looking.
Was that something over there?
Nope, nothing of importance. Just a Shadow fleet that forgot to include mine sweeping components
|
October 31st, 2002, 05:01 AM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Nomads will have to rely more on reverse engineering
I will be adding a few other facilities for them (raiders and nomads).
I had thought about making the raider homeworld cloaked, but, it is a planet and if anyone tracked it down they would try to mow it down, then you'd be real raiders So, try to raid a few sectors away from your homeworld and make lots of local friends
I still have other facilities I am working on for the individual races (Psi-Core Base, Centauri Great House, Minbari Temple, Vree Trading Guild and such), I am open to suggestions for more. I would like to have at least 1 unique facility per race that is fitting to their persona, would prefer to have a min of 2 (one that is easy to get and one that requires a bit of research). So, what do y'all got
As to Shadow's without mine sweepers, I had mentioned a while back that I wanted to give all ancient class ships some minesweeping ability built in (based on ship size), what do y'all think of that?
Finally, I wouldn't barter for Gaim scouts, I WOULD barter for some Gaim boarding parties though
|
October 31st, 2002, 05:16 AM
|
|
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Val,
How about a planetary cloaking device in some of the upper Nomadic techs? Can't be that high up though, or they'd never be able to research it
Do they have access to normal cloaking technology like the other races?
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|
October 31st, 2002, 05:20 AM
|
|
Corporal
|
|
Join Date: Aug 2002
Location: UK, NW
Posts: 183
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Val: Re: Raiders Home Worlds - Could you not create tiny/small planets using bmp's of the existing Asteroid Belts (small/large).These would then represent hollowed out Asteroids, or old mined out asteroids. You could then give these "planets" certain abilities that would hide them (occupied status)from other players unless they either visited the asteroid or had the correct scanners.
You would have to give Raider Space Stations a low level cloaking ability if placed in Asteroid belts, maybe even give then a movement option say one per turn.
You could give the raiders a special ability that would enable them to fit more colonist on these "planets". Other players could colonise these planets but would not be able to colonise to the same level.
Because you are using the same bmp's used for regular Asteroid Belts they would appear to be just another Asteroid unless you paid closer inspection.
You could use that Under Ground Refuge City bmp to represent their home base..? (BMP's Oct21st)
You also have mail... ..for .34..is .33 ready?
[ October 31, 2002, 03:24: Message edited by: Nomor ]
|
October 31st, 2002, 05:24 AM
|
Corporal
|
|
Join Date: Aug 2002
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
How much for a fully manned Gaim boarding ship? One use only (you can't repair what you can't build). Comes complete with 3 Gaim Class X boarding parties - take a Star Base with ease!
We have a bid from the Drazi of 25000 minerals. Counter bid from the EA of the moon Epsilon V A. And here comes a representive from the Shadows who bids the continued survival of the Gaim species. I think we have a winner here folks.
|
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
|
|
|
|
|