Home » Stars! Clones, Extensions, Modding » FreeStars » Rebuilding Race Traits
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Re: Rebuilding Race Traits |
Wed, 31 January 2007 13:46 |
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Neo the White | | Master Chief Petty Officer | Messages: 96
Registered: December 2006 | |
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Tactical Agility:
Your ships' speed in battle is increased by 0.5 and you can travel through minefields safely at 1 warp speed faster than normal. All engines cost 15% more. You can build the Energy Dampener. +1 starting Propulsion level.
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it has only +1 warp speed
and as in old Stars the Scoop drives were faster in battle than ramscoop engines
[Updated on: Wed, 31 January 2007 13:46] Report message to a moderator
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Re: Rebuilding Race Traits |
Thu, 01 February 2007 00:26 |
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Iconian | | Officer Cadet 2nd Year | Messages: 233
Registered: January 2006 Location: Nevada, USA | |
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I could address every single point in this thread . . . maybe I will in the future, but at present I don't think it would be too constructive . . .
Hey, Neo! Why don't you join us over in this thread? I know you're enjoying all this brainstorming for new ideas, but right now we have a BIG surplus of ideas, and not nearly so much capability to carry those ideas out. Right now, the ideas you're sending out are going nowhere. It's kind of like your building tons of battleships from all your biggest planets, and then just launching them off into cold space--they're probably not gonna do much good.
What we really need is to get a team together that can help out with creating a game. I'm sure we could use your enthusiasm. You know what? I just had this great idea. Here's what you said in that thread:
Quote: | The graphics that Nova uses well the ships are fine but the gadgets are not even close to quality and coolness of the old Stars!.
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You know what? I think you should try drawing some cool art for the new game! If what we have isn't cool enough yet, I'm sure you could definitely do better. I think everyone would love to see you try your hand at it. Or, maybe you could contact ken-reed and ask him what sort of things you could do? We need to stay on task here though: making a new Stars! game. Once we're ready, I'm sure everyone would be happy to hear your ideas, K?
[Updated on: Thu, 01 February 2007 00:30]
Yeah, bread too.
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Re: Rebuilding Race Traits |
Thu, 01 February 2007 07:14 |
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Neo the White wrote on Wed, 31 January 2007 11:35 |
Quote: | Biomorphic Hulls:
By researching Biotechnology, the completely flexible Mini-Morph, Meta-Morph, and Ultra-Morph hulls are available to you. +1 Biotech level.
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IN Stars! the bio-tech is bio-tech only by word. why not actually have the bio armor and bio ships be able for self-repair.
also why not have an semi-biological armour with better hitpoints than biological armour, cheaper than normal armour, self-repair and available only to one LRT?
thematic inspiration: Babylon 5, the Vorlons. or Borg.
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Why not? If the game engine supports different healing rates for different hulls it'd be pretty cool. I thought about listing that before you mentioned it, and now that you did I will. The bio hulls can heal at, let's say, 5* normal rate. This is really not a huge issue but might be enough to make a difference in some situations. And of course we might be able to have advanced bio-armors.
I'v actually got some really cool ideas cooking in my head on how to implement a new economic model of self-replicating androids, ie, von Neumann machines, somewhat stolen from S!SNG. They'd have no PGR and no factories (but would have mines), instead they would build population in the production queue, and their economy would depend on a balance of population efficiency and population production cost per 100. Considr it an alternative to AR and the standard Industrial economic model. This could take a lot of game engine changes though, I think, and would have to come once other stuff gets ironed out. It would be a lot easier to implement than character objects, though!
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Re: Rebuilding Race Traits |
Thu, 01 February 2007 14:09 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Coyote wrote on Thu, 01 February 2007 13:14 |
Neo the White wrote on Wed, 31 January 2007 11:35 |
Quote: | Biomorphic Hulls:
By researching Biotechnology, the completely flexible Mini-Morph, Meta-Morph, and Ultra-Morph hulls are available to you. +1 Biotech level.
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IN Stars! the bio-tech is bio-tech only by word. why not actually have the bio armor and bio ships be able for self-repair.
also why not have an semi-biological armour with better hitpoints than biological armour, cheaper than normal armour, self-repair and available only to one LRT?
thematic inspiration: Babylon 5, the Vorlons. or Borg.
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Why not? If the game engine supports different healing rates for different hulls it'd be pretty cool. I thought about listing that before you mentioned it, and now that you did I will. The bio hulls can heal at, let's say, 5* normal rate. This is really not a huge issue but might be enough to make a difference in some situations. And of course we might be able to have advanced bio-armors.
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Hey, make Nubians heal slower than smaller/older hulls and maybe you got a nice way to check them down a bit.
Quote: | I'v actually got some really cool ideas cooking in my head on how to implement a new economic model of self-replicating androids, ie, von Neumann machines, somewhat stolen from S!SNG. They'd have no PGR and no factories (but would have mines), instead they would build population in the production queue, and their economy would depend on a balance of population efficiency and population production cost per 100. Considr it an alternative to AR and the standard Industrial economic model. This could take a lot of game engine changes though, I think, and would have to come once other stuff gets ironed out. It would be a lot easier to implement than character objects, though!
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Wow! I'd like to see it, indeed. Make their mines "virtual" much like AR "mines", and there's no need for that many engine changes. Now their hab hardiness, defenses, invading/defending factors and even en route dying/growing would need some consideration...
So many Stars, so few Missiles!
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Re: Rebuilding Race Traits |
Thu, 01 February 2007 14:36 |
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[email | m.a@stars[/email] wrote on Thu, 01 February 2007 11:09]Coyote wrote on Thu, 01 February 2007 13:14 |
Neo the White wrote on Wed, 31 January 2007 11:35 |
Quote: | Biomorphic Hulls:
By researching Biotechnology, the completely flexible Mini-Morph, Meta-Morph, and Ultra-Morph hulls are available to you. +1 Biotech level.
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IN Stars! the bio-tech is bio-tech only by word. why not actually have the bio armor and bio ships be able for self-repair.
also why not have an semi-biological armour with better hitpoints than biological armour, cheaper than normal armour, self-repair and available only to one LRT?
thematic inspiration: Babylon 5, the Vorlons. or Borg.
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Why not? If the game engine supports different healing rates for different hulls it'd be pretty cool. I thought about listing that before you mentioned it, and now that you did I will. The bio hulls can heal at, let's say, 5* normal rate. This is really not a huge issue but might be enough to make a difference in some situations. And of course we might be able to have advanced bio-armors.
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Hey, make Nubians heal slower than smaller/older hulls and maybe you got a nice way to check them down a bit.
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My thought would be to chop down their base armor. 5000dp seems a bit much for something roughly half the size of a battleship, high-tech or no.
Keep in mind the reason the Nubian was added into the tech tree in the first place. It's not what people would guess (opening up the late game to fleet-building despite scarcer minerals), but it does explain their name.
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Quote: | a new economic model of self-replicating androids, ie, von Neumann machines
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Wow! I'd like to see it, indeed. Make their mines "virtual" much like AR "mines", and there's no need for that many engine changes. Now their hab hardiness, defenses, invading/defending factors and even en route dying/growing would need some consideration...
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They've been added to the list.
They'd build mines and defenses, but they would BE factories. Hab ranges would work the same as any other race - mechanical components corrode and suffer in extreme conditions. And the model also works for biological cloner races that grow their colonists in tubes Huxley style, too. They look great on paper, anyhow!
[Updated on: Thu, 01 February 2007 14:43] Report message to a moderator
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Re: Rebuilding Race Traits |
Thu, 01 February 2007 23:22 |
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The story goes that back in the distant yesterday before the monster races, in the Innocent Age, the newbies proclaimed that they wanted a ship that could do everything. Their noise and clamor was exceeding great; and so the Jeffs acted. They bult a special ship hull for the newbies, and named it for them: the Nubian. But in their sadly finite wisdom, thinking it both safe and clever the Jeffs contrived to place it at the very lonely end of the tech tree, from whence it could taunt the newbies with its liscentious call of omnidirectional power; for in those days none could manage to research that far before the end of the game.
And then one day the monster races rose up from the briny deep, and everything changed...
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Re: Rebuilding Race Traits |
Fri, 02 February 2007 12:46 |
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Neo the White | | Master Chief Petty Officer | Messages: 96
Registered: December 2006 | |
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Interesting.
Quote: | Why not? If the game engine supports different healing rates for different hulls it'd be pretty cool. I thought about listing that before you mentioned it, and now that you did I will. The bio hulls can heal at, let's say, 5* normal rate. This is really not a huge issue but might be enough to make a difference in some situations. And of course we might be able to have advanced bio-armors.
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cool
Quote: | I'v actually got some really cool ideas cooking in my head on how to implement a new economic model of self-replicating androids, ie, von Neumann machines, somewhat stolen from S!SNG. They'd have no PGR and no factories (but would have mines), instead they would build population in the production queue, and their economy would depend on a balance of population efficiency and population production cost per 100. Considr it an alternative to AR and the standard Industrial economic model. This could take a lot of game engine changes though, I think, and would have to come once other stuff gets ironed out. It would be a lot easier to implement than character objects, though!
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also was thinking about this android race.
but what you think about the race of cyborgs as well.
something that would be like Borg in Star Trek.
It would have to be tough and able to provide great challenge.
It could assimilate other races pop into it's collective. the effect would be more realistic if this race has to, after having captured the people also have to transform the pop into cyborgs. That could be done on planets, starbases and few specific ships.
The rate of conversion would be enough good to turn about 250k pop into cyborgs in one year and and so in 4 years whole 1000k of pop would be converted.
The race would not have factories, instead each cyborg produces certain amounts of resources. The Idea is that everythign in this race is like factories and all pop only works. The time spent in alcoves to heal, repair and reload would not be noticable during 1 year turn in Stars!. Therefore this race would produce resources even if all of its pop would be in freighters. The resources could be used for research like normally but to build ships and other it would have to get enough drones into one place.
It could build even ships in deep space, given that it has minerals.
The resources provided by certain number of drone, let's say 10 or 1000 should be adjustable in race wizard.
basically the race is same as mechanical androids but it would have a low level PGR. I am not sure what it should be but it should be limited maybe around 12% with option to choose a bit in one or the other way with max of 14%. Why well see below.
It's growth would not be affected by planetary value, only limit the total number. Only on red planets the pop growth would be limited, but not die off.
well a strong race.
but the hardest part is to decide the resources of this race. I think it should make a good 4000 on every fully populated 100% planet. that means 1000k pop in any place equals 4000 resources.
and therefore to balance it the PGR must be something basic. around 12% IMO.
4000 resources per 1000k means 0,004 res. per 1 drone.
if it would have PGR completely free then it's top resources per 1000k pop should be limited to 3000 or maybe even 2500. it would be too strong a race with 19% PGR and 4000 res. .
Another option would be to have drones efficiency balance according to chosen PGR. like
if you choose 20% PGR then 1000k drones eff would be 2400 res.
if you choose it 12% you get 4000 res per same pop.
Each lower PGR adds 200 resources more.
now it would be to decide if this race can take it's PGR lower than 10%. I think it should be allowed to take it as low as 1% with 6200 res per 1000k pop then.
next it's terraforming should not adjust planets. but it would adjust its drones instead. that would mean that planets left by this race would be as bad or good as they were before.
the pop growth rate in freighters should not be lower than on planets. or if then only 20-30% lesser.
it should be able to house spacestations as well which can hold only 500k pop the most and smaller ones even lesser pop space.
it should have a special space station that can travel into space and reside in deep space.
the specs and pop space should be same with normal space station.
in deep space it should have mineral alchemy bonus.
just thoughts, be it interesting, useful or not.
[Updated on: Fri, 02 February 2007 13:57] Report message to a moderator
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Re: Rebuilding Race Traits |
Fri, 02 February 2007 14:01 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Coyote wrote on Sun, 28 January 2007 06:51 | Synthetic (von Neumann / Brave New Worlder):
You are either androids or replicants. You live on planets, but do not have a Population Growth Rate. Instead, you produce population artificially in your production queue. In the Economy screen, you get to select your 1/xxxx population reource efficiency (unlike industrial races, it's multiplied by hab% like AR) and the colonists constructed per 10 resources (let's say between 500 and 2500). You do not operate factories, but you do need mines and defenses.
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Interesting! But
Quote: | A planet's population does not affect how many colonists it can produce, only the resources available.
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Definitely dangerous, that. Noone (nothing) can have infinite pop on a planet, and everyone (everything) must feel the effects of overcrowding, though perhaps at higher levels than others.
Quote: | You also get a toggle to select if you are Androids (+2 Elect level) or Replicants (+2 Bio level) - apart from starting tech it doesn't have any economic effect but is kinda nice for roleplaying and can also affect which traits will work better for you.
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Perhaps those could give a small discount on build cost of Elec or Bio items, too.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: Rebuilding Race Traits |
Fri, 02 February 2007 14:20 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Neo the White wrote on Fri, 02 February 2007 18:46 | what you think about the race of cyborgs as well.
something that would be like Borg in Star Trek.
It would have to be tough and able to provide great challenge.
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The enemy everybody would love to tackle, indeed!
Quote: | It could assimilate other races pop into it's collective. the effect would be more realistic if this race has to, after having captured the people also have to transform the pop into cyborgs. That could be done on planets, starbases and few specific ships.
The rate of conversion would be enough good to turn about 250k pop into cyborgs in one year and and so in 4 years whole 1000k of pop would be converted.
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I guess they would need to uplift the captured pop to their own ships and then they could beam down the converted ones?
Quote: | The race would not have factories, instead each cyborg produces certain amounts of resources. The Idea is that everythign in this race is like factories and all pop only works. The time spent in alcoves to heal, repair and reload would not be noticable during 1 year turn in Stars!.
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But perhaps every ship of theirs should need a small contingent onboard, so any destroyed or damaged would subtract overall resources...
Quote: | Therefore this race would produce resources even if all of its pop would be in freighters. The resources could be used for research like normally but to build ships and other it would have to get enough drones into one place.
It could build even ships in deep space, given that it has minerals.
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That would be too unlike Stars! I'm afraid. Let's say any actual resources need starlight to even exist, so planets are still necessary.
Quote: | The resources provided by certain number of drone, let's say 10 or 1000 should be adjustable in race wizard.
basically the race is same as mechanical androids but it would have a low level PGR. I am not sure what it should be but it should be limited maybe around 12% with option to choose a bit in one or the other way with max of 14%. Why well see below.
It's growth would not be affected by planetary value, only limit the total number. Only on red planets the pop growth would be limited, but not die off.
well a strong race.
but the hardest part is to decide the resources of this race. I think it should make a good 4000 on every fully populated 100% planet. that means 1000k pop in any place equals 4000 resources.
and therefore to balance it the PGR must be something basic. around 12% IMO.
4000 resources per 1000k means 0,004 res. per 1 drone.
if it would have PGR completely free then it's top resources per 1000k pop should be limited to 3000 or maybe even 2500. it would be too strong a race with 19% PGR and 4000 res. .
Another option would be to have drones efficiency balance according to chosen PGR. like
if you choose 20% PGR then 1000k drones eff would be 2400 res.
if you choose it 12% you get 4000 res per same pop.
Each lower PGR adds 200 resources more.
now it would be to decide if this race can take it's PGR lower than 10%. I think it should be allowed to take it as low as 1% with 6200 res per 1000k pop then.
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The balance should come thru the price tags of the various options, much as the current racewizard does for the rest of PRTs.
Quote: | next it's terraforming should not adjust planets. but it would adjust its drones instead. that would mean that planets left by this race would be as bad or good as they were before.
the pop growth rate in freighters should not be lower than on planets. or if then only 20-30% lesser.
it should be able to house spacestations as well which can hold only 500k pop the most and smaller ones even lesser pop space.
it should have a special space station that can travel into space and reside in deep space.
the specs and pop space should be same with normal space station.
in deep space it should have mineral alchemy bonus.
just thoughts, be it interesting, useful or not.
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Again, that idea of DeepSpace is dangerous. What if instead they could have more than one starbase in orbit of the same planet? Though perhaps that would suit AR more.
So many Stars, so few Missiles!
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