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Re: Rebuilding Race Traits Wed, 06 June 2007 06:18 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yes i also think like mazda here. Rolling Eyes
1 click per turn cannot make it unfair toward CA. CA would still get the free investments ... just not instantly unless it builds sufficent amount of OA-s (that is easy anyway). Cool

Initially the main power of CA is to instaform its breeders. 40% planet goes to 75%+ planet instantly! Free 1.5K resources instant investments when your whole economy is below 1.5K. Very Happy When it is done then the main power of CA is the ability to instaform his numerous yellows and small greens. About 1.5K instant investment at place with 55 resources. Smile Late game the terraforming power of CA is to be quite close to 3-immune. Up to 90 clicks terra ... so up to 6K invested freely and instantly anywhere. Nod

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Re: Rebuilding Race Traits Wed, 06 June 2007 14:42 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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mazda wrote on Wed, 06 June 2007 11:24

The CA would still get these terraformed for free, just not instantaneously, which is the whole point.

Plus they would still have the OA's and could buy regular terra if they wanted it.

I did say that basing it on actual resources would perhaps be fairer, but harder to keep track of.
How do you keep track of part terra done ?
Where you place it in order of events is slightly more critical.
Not to mention far more scope for MM.

But one click per turn is definitely not too watered down.
You'll probably make me do some maths on it now, for which I thank you.



What about just making regular Terra very cheap for CA? Say, 10-20 res per click, 7-14 with TT. Whip

That would neatly link it to actual resources, keep it fast yet not instant, and allow the CA to optimize/MM it for every planet to their exact liking. Twisted Evil

A QS or HG CA would be different to play than an HP CA. Even better, it should be quite simple to code, it being just regular Terra with a different cost. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Rebuilding Race Traits Thu, 07 June 2007 03:27 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

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That would be worth a try as well.

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Re: Rebuilding Race Traits Thu, 07 June 2007 07:55 Go to previous messageGo to next message
jabbawocky is currently offline jabbawocky

 
Crewman 3rd Class

Messages: 9
Registered: June 2007
In regards to the racial archetype and the borg//assimilation discussion that was occuring earlier, could it not be possible to have a 'virus' race archetype? A race that doesn't naturally have a Population Growth Rate, has very minimal technology//research capabilities, and starts with a tiny population. The race must assimilate additional technologies//colonists from other races. It does this by either dropping 'infected' onto the surface of the planet (which go about infecting the colonists inhabiting the aforementioned planet) or hitting it with specialist 'assimilate-bombs'. Defences decrease both the rate at which the infection takes hold AND the chance that the infection even begins (representing quarentine methods, etc). The 'virus' race can also take control of enemy vessels (there is a % chance that when an enemy vessel is destroyed by the 'virus' race, it instead is assimilated into the species but with heavy damage) as well unless they (the enemy race) develop a certain tech level in biotech//install a specialist piece of hardware in their ships//etc.

This idea isn't really balanced as it is, but it could be a good starting point?

BTW: For those who have played Homeworld: Cataclysm, I'm thinking something along the lines of the Beast.

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Re: Rebuilding Race Traits Thu, 07 June 2007 11:25 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
jabbawocky wrote on Thu, 07 June 2007 14:55

In regards to the racial archetype and the borg//assimilation discussion that was occuring earlier, could it not be possible to have a 'virus' race archetype?


OK, you got few freighters of zombies and infected some neighbours population. Total infection is impossible, no virus can infect everyone ... but OK.

First problem is that ... stars is made so that at one place there can only exist species of one type. How they mix with not infected species, your initial zombies or infected species of other aliens? Rolling Eyes

Even if the game engine is changed in a way that you can have multiple sorts of species at one place ... then how to determine the mathemathics like habitability, population efficency and growth rate of infected organisms in any realistic manner? Surprised

Then that "taking over by destroying" thing... but how is it logical? Quite hard to imagine Armagedon missile that hit some scout and TOOK over. Laughing

Finally ... the race has no power of its own got only to suck blood of others so ... diplomatic disaster i propose? Very Happy

So ... i think your idea is too raw. You got to ponder about it a bit more. Nod

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Re: Rebuilding Race Traits Thu, 07 June 2007 12:17 Go to previous messageGo to next message
Kelzar is currently offline Kelzar

 
Master Chief Petty Officer

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I'm thinking a an all virus game or a virus vs: virus duel would be very very boring for oh the first 80 turns?

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Re: Rebuilding Race Traits Thu, 07 June 2007 12:32 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Kotk wrote on Thu, 07 June 2007 17:25

jabbawocky wrote on Thu, 07 June 2007 14:55

In regards to the racial archetype and the borg//assimilation discussion that was occuring earlier, could it not be possible to have a 'virus' race archetype?


OK, you got few freighters of zombies and infected some neighbours population. Total infection is impossible, no virus can infect everyone ... but OK.

First problem is that ... stars is made so that at one place there can only exist species of one type. How they mix with not infected species, your initial zombies or infected species of other aliens? Rolling Eyes

Even if the game engine is changed in a way that you can have multiple sorts of species at one place ... then how to determine the mathemathics like habitability, population efficency and growth rate of infected organisms in any realistic manner? Surprised


It could be tackled as an "all or nothing" chance for planets to be converted, Borg-style, if they're under attack by the "Beast". You could even kill a significant percent of the resulting pop thanks to "environmental incompatibilities" or "unsuccessful resistance to the virus" Whip

What the "Beast" would need to actually attack a planet would be another matter: bombers? freighters? missile boats? all three at once? Teleport

And Defenses would need to modify the chances of takeover. Even zero Defs should not allow a 100% chance of conquest, tho, since the races are dissimilar. Also, if habs (and other race settings) were near enough, the chance could be higher... Rolling Eyes


Quote:

Then that "taking over by destroying" thing... but how is it logical? Quite hard to imagine Armagedon missile that hit some scout and TOOK over. Laughing

Finally ... the race has no power of its own got only to suck blood of others so ... diplomatic disaster i propose? Very Happy


Nanotech magiks conquers all. You should see the "Beast" at work in the "Homeworld: Cataclysm" game. Bloodcurling! Twisted Evil

Actually the idea is not that new. Stargate and Star Trek and even Lost in Space (the movie) display similar nightmares.

To summarize:

Deal the Beast/Borg/Spiders need to attack and presumably damage/invade ships before taking them over
Deal population can be assimilated too, under certain circumstances
Deal the change of allegiance is not immediate or unavoidable.
Deal un-assimilation is generally harder, but not impossible
Deal the "parasites" get their tech from their takeovers

Balance would be tricky, but there should be a way to work this kind of "Beast" into the Stars framework. Cool


[Updated on: Thu, 07 June 2007 13:04]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Rebuilding Race Traits Thu, 07 June 2007 13:10 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Kelzar wrote on Thu, 07 June 2007 18:17

I'm thinking a an all virus game or a virus vs: virus duel would be very very boring for oh the first 80 turns?


Likely. Shocked

The Beast in the original "HW: Cataclysm" game can do its own research and build its own units, and not particularly slower than other races. Its main handicap is a certain fragility of its designs, IIRC.

So I guess balance of the whole thing will be even more complicated. Confused



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Rebuilding Race Traits Thu, 07 June 2007 14:08 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
Quote:

In regards to the racial archetype and the borg//assimilation discussion that was occuring earlier, could it not be possible to have a 'virus' race archetype? A race that doesn't naturally have a Population Growth Rate, has very minimal technology//research capabilities, and starts with a tiny population. The race must assimilate additional technologies//colonists from other races. It does this by either dropping 'infected' onto the surface of the planet (which go about infecting the colonists inhabiting the aforementioned planet) or hitting it with specialist 'assimilate-bombs'. Defences decrease both the rate at which the infection takes hold AND the chance that the infection even begins (representing quarentine methods, etc). The 'virus' race can also take control of enemy vessels (there is a % chance that when an enemy vessel is destroyed by the 'virus' race, it instead is assimilated into the species but with heavy damage) as well unless they (the enemy race) develop a certain tech level in biotech//install a specialist piece of hardware in their ships//etc.

This idea isn't really balanced as it is, but it could be a good starting point?

BTW: For those who have played Homeworld: Cataclysm, I'm thinking something along the lines of the Beast.


Actually, it sounds a lot like the Zerg from Starcraft to me. They used spores and other means to take over hosts, and even took over the spaceships of the race that created them. It would fit right in with having them research biotech. I'm thinking research for them would work something like in Pandemic. The challenge would be, can the host race develop cures/counters fast enough to destroy the viral race, or will the virus advance and develop sufficiently to take over the population of the entire galaxy? Chances are the viral race itself wouldn't even have much in the way of technology and would simply have to rely on infection and takeover of hosts.



Yeah, bread too.

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Re: Rebuilding Race Traits Fri, 08 June 2007 04:22 Go to previous messageGo to next message
jabbawocky is currently offline jabbawocky

 
Crewman 3rd Class

Messages: 9
Registered: June 2007
Quote:


First problem is that ... stars is made so that at one place there can only exist species of one type. How they mix with not infected species, your initial zombies or infected species of other aliens? Rolling Eyes

Even if the game engine is changed in a way that you can have multiple sorts of species at one place ... then how to determine the mathemathics like habitability, population efficency and growth rate of infected organisms in any realistic manner? Surprised



Well maybe the infected cease to BE the original organism- the virus could cause massive physiological changes to the host, or something :S. The virus race would still need gravity//temperature//radiation levels included to represent the potentially dangerous levels of aforementioned environmental effects on the virus organism itself//infection process. Also, maybe the colonist growth rate could represent, in the virus races case, the maximum % of the population it can infect. So, at most 20% of the population while the rest dies off//gets evacuated//etc (depending on the circumstances). Furthermore the % infected is further modified due to defences, etc.

Quote:


Then that "taking over by destroying" thing... but how is it logical? Quite hard to imagine Armagedon missile that hit some scout and TOOK over. Laughing



Yeah, well I admit logically it sounds rather stupid. The idea is that after a ship has suffered a certain amount of critical damage to itself, and numerous decks are 'open' to space, a small amount of the virus could infect the few crew left alive. The virus gets on the ship by being on the solid shells, ionised gas (well, ok not that one- even cold plasma sterilizes
stuff and hot plasma... well not much could survive that Razz), etc.

Quote:


Finally ... the race has no power of its own got only to suck blood of others so ... diplomatic disaster i propose? Very Happy



Yes. Total diplomatic disaster, admittedly. Maybe the virus race makes a deal with one of the 'prey races' so that the prey race uses it as a bio-weapon and in return the virus race doesn't eat it? Yeah... pushing it I know... Very Happy

Quote:


I'm thinking a an all virus game or a virus vs: virus duel would be very very boring for oh the first 80 turns?



Yep. Virus vs. Virus games would be hard to play out, and probably quite boring Sad.

Maybe an additional lesser trait could be created? Named something like 'Old Empire'- basically the race you are playing USED to rule the galaxy or something but due to war//infighting//etc the empire collapsed. So you get a few extra planets, higher population on said planets but fewer minerals on the planets (due to previous use). Eh.. just a random idea. Actually doesn't really help with the virus vs virus problem does it? Sad

Quote:


So ... i think your idea is too raw. You got to ponder about it a bit more. Nod



Idea is rather raw I admit, hence why I brought it up. So many intelligent minds HAVE to come up with a cunning plan on how to get something like the virus race to work Razz. In fact, from what I've already seen, it has already started to happen. I know, I know, I'm such a suck up... Razz


[Updated on: Fri, 08 June 2007 04:26]

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Re: Rebuilding Race Traits Tue, 03 July 2007 02:10 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Ahhh, you're making me want to try Master Of Orion 3 again... They had a race like that... They were parasites. Very slow growth if left alone, but if you were sharing a world where another race was present you'd gradually take over their population.

Can't remember the name of the race offhand, but they just kinda jumped on the backs of aliens and took over their nervous systems. Twisted Evil

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Re: Rebuilding Race Traits Tue, 03 July 2007 10:19 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

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Ithkul, aka Harvesters. I loves them to bits. in Moo3 they are a race almost like all the others. lowish pop growth but good spies and mediocre research, mining and factories and ofcourse killer ground troops. They're viable without using thier "virus" abilities only problem is that every other race WILL be at war with you. so you can drop the diplomatic race pics and concentrate on making them an uber race Smile

Perhaps have the same idea here? be able to make them an uber race, but just like the current CA monster, not many people will be willing to ally with them or even allow them into a game...

Another thought would be to have the "virus" ability be a LRT just like you're proposing the AR ability be. Make it so that a certain % (based on bio level) of pop and/or ships are "taken over" AFTER a battle or ground invation (that you win of course since it only take one zombie slayer to kill all them freshly rez'd zombies Wink ) This would fit more with a zombie virus than a parasite organism though since all stereotype zombie virus' ressurects thier hosts.

This would mean that they would need to fight to survive, more so than a WM or other races. maybe have a research penalty added to the virus LRT.

If we think of the virus race more like an LRT than a PRT, it could be balanced much easier and meshed better with the current races/PRTs/LRTs

ForceUser



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Re: Rebuilding Race Traits Wed, 18 July 2007 22:45 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
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Two new trait thoughts.

Decadent Empire

Your people once ruled a far-flung stellar empire which has since fallen into ruin. You start the game with a few lightly populated outlying colonies - one in a small galaxy, two in a medium, three in a large, and four in a huge galaxy. You also start with an additional tech level in two random fields.

Replaces the extra colony for IT and PP, and opens it up for other races. Nice for low habitability ranges I suppose, and anyone that wants a brisk start.

Ecological Protection

Your colonists harmonize well with their environment. You are immune to terraforming attacks and your camouflaged planetary defenses are 10% more difficult to destroy. Terraforming is 10% more expensive for you.


[Updated on: Wed, 18 July 2007 22:56]

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Re: Rebuilding Race Traits Thu, 19 July 2007 00:54 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Coyote wrote on Thu, 19 July 2007 12:45

Decadent Empire

Your people once ruled a far-flung stellar empire which has since fallen into ruin. You start the game with a few lightly populated outlying colonies - one in a small galaxy, two in a medium, three in a large, and four in a huge galaxy. You also start with an additional tech level in two random fields.

Replaces the extra colony for IT and PP, and opens it up for other races. Nice for low habitability ranges I suppose, and anyone that wants a brisk start.
Quite a nice idea. Pricing it will be tough... Needs to scale inversely with hab (i.e. if you are a OWW hab, this LRT should cost a *lot* more points then if you are live-everywhere)

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Re: Rebuilding Race Traits Thu, 13 September 2007 12:25 Go to previous messageGo to next message
BunBun vonWhiskers is currently offline BunBun vonWhiskers

 
Crewman 3rd Class

Messages: 9
Registered: August 2007
More new trait thoughts, in no particular order:

Technology Imitation- Whenever engaging in combat with an opponent using superior technology, you gain an additional five percent chance of gaining points in technology research regardless of the outcome of the battle.

Hive Lifestyle- Increases your maximum population at a planet by fifteen percent.

Sluggish engines- Your ships movement rate in combat is reduced by ½ a point.

Standardized Design- All of your ships cost fifteen percent less resources and materials, but you are limited to half the normal number of ship designs.

Miniaturization- Your ships have ten percent less mass and carry ten percent more fuel and cargo.

Trickster- You will have access to deceptive cloaking devices that will enable your ships to appear to be from a different empire. Members of the race you are imitating will see right through it however, as will anyone they are currently sharing information with. (This can be done with a mechanism similar to cloaking devices. A ship with a 50% trickster cloak will appear as belonging to a different empire if it is within 50-100% of an opponents scanning range. Any closer however, and it will show up as it really is.)

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Re: Rebuilding Race Traits Thu, 13 September 2007 19:50 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

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A lot of these are different words for what's in the first page. Very Happy

The "trickster" thing could get.... shall we say, messy. Shocked 3 It might be a little too unbalancing.


Miniaturization reducing mass sounds interesting, but hard to balance and probably ahrd to code too - the added fuel and cargo seem a bit trivial as well. Maybe some special combat hulls like Light Cruisers and Pocket Battleships would be more in order - hey, combine that with the Guerilla Warfare trait, which in addition to the other effects lets you build these hulls but prevents you from building the normal cruiser and battleship.


Another thought is maybe either traits or a scale that adjust how difficult your planetary defenses aare to destroy - more fragile ones would be cheaper to build, so it's a tradeoff.


[Updated on: Thu, 13 September 2007 19:51]

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Re: Rebuilding Race Traits Fri, 14 September 2007 09:38 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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BunBun vonWhiskers wrote on Thu, 13 September 2007 18:25

Trickster- You will have access to deceptive cloaking devices that will enable your ships to appear to be from a different empire. Members of the race you are imitating will see right through it however, as will anyone they are currently sharing information with. (This can be done with a mechanism similar to cloaking devices. A ship with a 50% trickster cloak will appear as belonging to a different empire if it is within 50-100% of an opponents scanning range. Any closer however, and it will show up as it really is.)



I think this has good potential Twisted Evil but needs to be given better limits / scope. Deal

Let's say a "deception" cloak works just like a normal cloak but gives the ship(s) a fair chance of being detected as belonging to the race & class they pretend to be, even for the scanners belonging to the real race. Shocked

Said chance should decrease with nearness to a scanner, as well as "deplete" with time, or at the very least use a lot of fuel. Ships traveling faster get reduced chances. Ships engaging in battle, bombing, cargo thieving and/or pursuit of other ships should get a drastically reduced chance of actually deceiving others.

So, 12 "5% deception cloaks" on a ship should give a fair chance of passing off undetected for about 3 turns if it didn't travel faster than warp8, didn't stray nearer than 50% of a scanner's range, and the real owner of the spoofed race didn't bother to check them (by giving orders, or sending escorts), and it didn't engage in battle.

And the best part of it, the "tricksters" would never know if they had actually succeeded in their ruse until the torpedos hit. Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Rebuilding Race Traits Fri, 14 September 2007 20:03 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Well, I've suggested a long time before that if you don't win a battle with a cloaked fleet you don't get to know who it belongs to or see the ship designs. If you don't have a scanner present and are defeated by a cloaked enemy you don't get any battle information at all, other than it appears to have been destroyed by forces unknown. This probably should be a random chance depending on cloaking percentage.

[Updated on: Fri, 14 September 2007 20:06]

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Re: Rebuilding Race Traits Mon, 24 September 2007 18:01 Go to previous messageGo to next message
yartrebo is currently offline yartrebo

 
Petty Officer 3rd Class

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I like the idea of having things bundled into PRTs because it helps make the game easier to balance. If one trait (cheap colonizers) gives a benefit in a large universe, another trait (no stargates) can balance it back out.

If the PRT traits are unbundled and can be mixed and matched, what will stop a person from taking cheap colonizers and great stargates. The game will be unbalanced and it will be pretty boring as everyone will go for those traits.

In my opinion what would improve the game would be to better balance the existing technologies, traits, and RW calculation. A few LRTs could be useful, but not as a replacement for PRTs.

Here's an incomplete list of the changes I would make:

- Weaken the nubian by increasing the cost of the hull (perhaps 2x) and reduce base armor strength to 2,000. It should still outperform a BB in general.
- Add more armor slots on warships to make heavily armored ships more appealing (if it will be slow and ungateable, at least it will be tough).
- Push BC, BB, and DN back 1 or 2 tech levels.

- Allow research past level 26, but don't put any techs past level 26. This way the BET penalty can be neutralized for level 26 stuff by reaching level 27. That the cost of research increases exponentially ensures that it will only be worthwhile to exceed level 26 if you have BET or have nothing else to do with the resources. Even then, mineral alchemy might be a better use of resources.
- Make tech 0 stuff miniaturize according to your highest tech, not your lowest. This will stop oddities such as blue lasers being more expensive then red lasers or scouts being pricier then frigates.

- Make the OBRM trait cost RW points instead of giving points (maybe -50).
- Make NAS have no effect on scanning range, but have it give back more points (maybe 175). All scanners are available, but pen scanners will have the penetrating feature disabled.
- Make RS take a few points instead of giving a few (maybe -10).
- Make mineral alchemy cheaper. Perhaps 15 or 20 resources/1kT minerals instead of 25.


[Updated on: Mon, 24 September 2007 21:29]

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Re: Rebuilding Race Traits Tue, 25 September 2007 04:23 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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yartrebo wrote on Tue, 25 September 2007 00:01

I like the idea of having things bundled into PRTs because it helps make the game easier to balance. If one trait (cheap colonizers) gives a benefit in a large universe, another trait (no stargates) can balance it back out.

If the PRT traits are unbundled and can be mixed and matched, what will stop a person from taking cheap colonizers and great stargates. The game will be unbalanced and it will be pretty boring as everyone will go for those traits.


It will be a matter of cost. Deal The main thing about "unbundling" race traits is that each of them needs to have an adequate cost, so some testing will be needed to ensure good game balance. Sherlock

Thus, anyone trying to buy Gates for their HE would probably have to sacrifice something else, like double growth or immunities. Whip


Quote:

Here's an incomplete list of the changes I would make:

- Weaken the nubian by increasing the cost of the hull (perhaps 2x) and reduce base armor strength to 2,000. It should still outperform a BB in general.


Yup, the Nub's too strong for its cost. I'd start testing with about 3000 for base armor strength. Rolling Eyes


Quote:

- Add more armor slots on warships to make heavily armored ships more appealing (if it will be slow and ungateable, at least it will be tough).


I predict Ironium prices will soar, both for Armor and Missiles. Twisted Evil


Quote:

- Push BC, BB, and DN back 1 or 2 tech levels.


You mean, make their tech reqs a bit higher?


Quote:

- Allow research past level 26, but don't put any techs past level 26. This way the BET penalty can be neutralized for level 26 stuff by reaching level 27. That the cost of research increases exponentially ensures that it will only be worthwhile to exceed level 26 if you have BET or have nothing else to do with the resources. Even then, mineral alchemy might be a better use of resources.


Could make BET too attractive w/out its main drawback. Confused


Quote:

- Make tech 0 stuff miniaturize according to your highest tech, not your lowest. This will stop oddities such as blue lasers being more expensive then red lasers or scouts being pricier then frigates.


Yup. Those oddities are... odd. UFO


Quote:

- Make the OBRM trait cost RW points instead of giving points (maybe -50).


Perhaps tie it to hab points, as TT is?


Quote:

- Make NAS have no effect on scanning range, but have it give back more points (maybe 175). All scanners are available, but pen scanners will have the penetrating feature disabled.


Doubled range is useful for spotting cloakies. I believe that's the reason many ppl take NAS. Pirate

Disabling *all* penscanners sounds neat, tho. Perhaps make the two as separate LRTs? "No-penscanners" gives points, while "doubled range" costs points. Whip


Quote:

- Make RS take a few points instead of giving a few (maybe -10).


RS would greatly affect your "armor-heavy" hulls, so it would look like a significant disadvantage.


Quote:

- Make mineral alchemy cheaper. Perhaps 15 or 20 resources/1kT minerals instead of 25.


Interesting, that one. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Rebuilding Race Traits Tue, 25 September 2007 04:36 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Coyote wrote on Sat, 15 September 2007 02:03

Well, I've suggested a long time before that if you don't win a battle with a cloaked fleet you don't get to know who it belongs to or see the ship designs. If you don't have a scanner present and are defeated by a cloaked enemy you don't get any battle information at all, other than it appears to have been destroyed by forces unknown. This probably should be a random chance depending on cloaking percentage.


Also, if you destroyed a cloakie, you'd get to know the owner and the design, I guess.

What you wouldn't know is the exact *number* of ships in the fleet, perhaps.

It would certainly look odd in the battleboard, tho. Sherlock

At any rate, if "something" fired at you, you'd know their weaponry, their init, computing, and the number of armed ships that fired. Fire bounce

If your ships fired back at "something" you'd know their shielding, jamming, a good guess at their armor and mass, and perhaps even their engines.

Also, I think the "no battle info at all" would make more sense if all your ships were destroyed at 1st shot or were all civilians. Rolling Eyes

The military should still be able to extract significant info on their cloaked enemies thanks to the "penetration-testing" capabilities of their ordnance. But a single kamikaze chaff "pinging" a big fleet would be reduced to learn some details about what fired on it. Twisted Evil

Things whould be somewhat more feasible if one race were allowed to know "partial" enemy designs (where even guesswork could be included), instead of all-or-nothing. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Rebuilding Race Traits Tue, 25 September 2007 10:33 Go to previous messageGo to next message
BunBun vonWhiskers is currently offline BunBun vonWhiskers

 
Crewman 3rd Class

Messages: 9
Registered: August 2007
yartrebo wrote on Mon, 24 September 2007 18:01


- Weaken the nubian by increasing the cost of the hull (perhaps 2x) and reduce base armor strength to 2,000. It should still outperform a BB in general.
- Add more armor slots on warships to make heavily armored ships more appealing (if it will be slow and ungateable, at least it will be tough).
- Push BC, BB, and DN back 1 or 2 tech levels.


I actually don’t mind the strength/cost ratio for Nubians (it is level 26 tech after all), it just seems really out of place compared to the rest of the available hulls. There is a big gap between Dreadnoughts (con tech 16) and Nubians on the tech tree, and an even bigger gap between Nubs and Battleships (con tech 13).

It looks kinda weird how you get new combat ship hulls every two or three tech levels, then nothing for a dozen tech levels, then you get a super-duper ship hull that is such a vast improvement over anything else you can come up with. There’s virtually nothing between construction 16 and construction 24…

Pushing back the tech level requirements for BC, BB, and DN, helps, but I don’t think it is enough. I would add hull types in between tech 16 and 26.

If there were a few ship hulls in between, maybe the Nubian era would not be so much of a shock. Maybe a 2000 armor hull with eight general use x3 slots or something similar. Something clearly not as good as a Nubian, but possibly still worth producing in the Nubian era.

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Re: Rebuilding Race Traits Tue, 25 September 2007 21:06 Go to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Something that's roughly battlecruiser size and with a lot of elect/mech slots around Con 18-20 should help. But, err, I'm not rally that keen on the whole Nubian idea to start with, my opinion is that the game would be more interesting if the smaller hulls were viable combat ships throughout the length of the game - larger hulls would give more flexibility and new options but they would not simply make the smaller ones obsolete.

[Updated on: Tue, 25 September 2007 21:08]

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