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Home » Stars! Clones, Extensions, Modding » FreeStars » Rebuilding Race Traits
icon1.gif  Rebuilding Race Traits Sun, 28 January 2007 00:51 Go to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Here is an arbitrary list of Racial Traits designed to replace the PRT/LRT system with a new system capable of greater diversity.

== Race Traits ==
(Select as many as you like, though keep in mind that they become more expensive the more you take, and some combinations may be extra pricey while others may be detrimental.)

Extended Range Engines:
You can build the Fuel Mizer*, as well as more advanced ramscoop engines. Fuel usage is reduced by 20%. Your engines take 50% more damage from striking mines and ramscoop speed in combat is reduced by 0.25. You can build the Antimatter Generator. +1 starting Propulsion tech level.
*A weaker version than currently used.

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.

Dirty Engines:
You sacrifice radiation shielding for lighter engine weight and ease of construction. You do not build the normal ramscoop engines, but you do get the Exposed Fission Drive*, Radiating Hydro-Ramscoop, Radiating Hydro-MizerScoop**, and Radiating Mega Ramscoop**, which are cheaper and much lighter than their normal counterparts, but very dangerous to your colonists (killing 0.15% per ly travelled) unless your ideal Radiation level is at least 85mR. Radiating engines also make cloaking less effective. +1 Propulsion level.
*Not a ramscoop, a more efficient but radiating variant of the qj5.
**If you also take Extended Range Engines.

Heavy Combat Hulls:
You can construct the Battlecruiser and Dreadnaught hulls.

No Heavy Freighters:
You cannot construct the Super Fuel Transport, Large Freighter, or Super Freighter. +1 starting Construction level.

Aggressive Instinct:
Your invading troops gain a 25% numerical bonus and you can build weapons 10% cheaper than other races. You only gain access to basic defense installations, and only basic* minelaying pods. You can build the Flux Capacitor. +3 starting Weapons level.
*Even if you would get mine pods from other traits.

Herd Instinct (aka, Sheeple):
Your planets are 20% larger. All research costs 25% more.

Advanced Stealth:
Your ships and packets gain inherent 75% cloaking. You gain access to the Ultra Cloak, Stealth Bomber, and several miscellaneous items that provide cloaking bonii. Cargo doesn't count against cloaking. +2 starting Electronics level.

Terraforming Prodigy:
You gain access to Total Terraforming techs and the Retro Bomb. All terraforming costs you 30% less. Eventually you will be able to build the Orbital Adjuster. Your packets that aren't fully caught have a chance of terraforming on impact. Your planet size is decreased by 20%, however. +3 Biotech level.

Space Demolition:
You gain access to improved minelaying pods of all types and a special minelayer hull. You can remote detonate your Standard and Speed Trap minefields. You can also travel through enemy minefields safely at 1 warp speed higher than normal, stacking with Tactical Agility.

Stargate Traveller:
You can build advanced stargates, up to and including infinite range and mass capacity. You can send cargo through stargates. Your ships are less likely to take damage or be destroyed from overgating. However, your mass drivers have their throwing/catching speeds reduced by 1. +1 Construction and Propulsion level.

Hyper Expansion:
Your PGR is doubled, but maximum planet size is halved. You get the cheap, versatile Mini-Colonizer hull and Settler's Delight engine. You can only build the basic 100/250 stargate. (If you also take Stargate Traveller, you do not gain better stargates but you do gain the other ST abilities.) +1 Biotech level. Not available to Synthetics (see below).

Hiveworld (No Place Like Home):
All planets flagged as "homeworlds" are twice as large for you. All other planets are 10% smaller.

Siege Engineer:
You can build more advanced mass drivers that can fling packets at higher speeds. Mass packets thrown by you deal 20% more damage. Mass drivers are 30% cheaper. Bombs are 20% cheaper to build and you gain access to the Strategic Bomber* hull. You cannot, however, build Smart Bombs. +1 Weapons level.
*Formerly called the b52 bomber.

Hardy Pilgrims:
Your colonists can reproduce on freighters at 50% of their normal PGR. In ground combat they gain a 50% numerical bonus to defense. You lose 50% fewer colonists from hostile environments. Planetary defenses are 50% cheaper to build. Synthetics cannot benefit from the colonist growth in transit, but they gain an additional 15% ground combat strength on both attack and defense due to specialized soldier design.

Electronic Warrior:
Your ships gain +1 to initiative. You gain access to advanced jammers and all your ships have inherent 20% jamming. Your battle computers bestow 5% more accuracy to torpedoes and missiles. Weapons are 15% more expensive, however.

Bioweapon Mastery:
Your smart bombs kill twice as much population as normal and weigh half as much. Your conventional and LBU bombs cost double. It's not recommended to combine this trait with Siege Engineer. +1 Biotech level.

Expert Signal Processing (ESP):
You can sense the design of another player's ship just by scanning it. You can build the Tachyon Detector. Scanner ranges are improved by 25%. You can also scan planets in range of your stargates. +2 Electronics level.

Solid-State Sensors:
Your scout, frigate, and destroyer hulls gain a built-in penetrating scanner whose power is dependent on your Electronics technology. You cannot build planetary scanners; if AR, you do not gain innate planetary scanning ability. +1 Electronics level.

Open-Source Research:
Each turn you gain a bonus to research in each field equal to 10% of the average spent by all races (including you) in that field. You are 60% more likely to gain technology from salvage or invasion.

Creative Improvisation:
Whenever you have an opportunity to gain technology from salvage or invasion, you also have a 2% chance to learn to build any one tech item present that is not normally available to you. (You still need the required tech levels to actually build it.)

Heavy Armor:
Your armor plating is 40% stronger than the listed rating and weighs 40% more.

Regenerating Shields: same.

Advanced Remote Mining: same, but cheaper and the only hull it grants is the midget miner, and mining bots are 25% cheaper across the board.

Improved Starbases: Same, except base armor is double on all starbases and starbase jamming tops out at 85%.

Biomorphic Hulls:
By researching Biotechnology, the completely flexible Mini-Morph, Meta-Morph, Ultra-Morph, and Biome Station hulls are available to you. These hulls heal at 5* normal rate. +1 Biotech level.

Guerrilla Warfare:
You have access to the following techs: Rogue hull, Croby Sharmor, Fielded Strobnium*, Mini-Gun, Gatling Neutrino Cannon, Pirate Uploader** and Speed Trap 20 pod. Capital ship hulls*** are 20% more expensive. +1 Weapons level.
*At Con 5 En 3, more useful than Fielded Kelarium since you can expect to use it on destroyers.
**Scanner, replaces Robber Baron, lower tech but essentially useless for scanning.
***Battleship, Dreadnought, and Ultra-Morph.


== Archetype ==
(Select one. Fundamental mechanics of your race.)

Industrial:
As "normal" races behave. You live on planets, build installations, and reproduce biologically.

Alternate Reality (Stellar): Same effects as in 2.6, except: +3 Energy level, and colonists don't die off in transit.

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. A planet's population does not affect how many colonists it can produce, only the resources available. 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.


[Updated on: Thu, 01 February 2007 23:24]

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