Home » Stars! Clones, Extensions, Modding » FreeStars » What might be fixed in a "new" clone game?
Re: What might be fixed in a "new" clone game? |
Tue, 02 December 2008 00:45 |
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Suggested changes...
CA PRT removed.
UR LRT removed.
BET LRT removed.
Hyper-Expansion PRT:
+50 point cost
Growth rate is doubled, but your planetary population is halved.
Can build the Micro Freighter (mini-colonizer) hull and Settler's Delight engine.
Terraforming is free but temporary (as CA).
Limited to 100/250 gate and mass driver 7.
Starts with tech level 1 in all fields.
No Meta-Morph hull or Flux Capacitor.
Bio-Engineer PRT:
Smart bombs deal double damage.
Immune to smart bombs, AR colly-pod bomb, and deterraforming attacks.
Standard and LBU bombs cost 25% more.
Built-in Ultimate Recycling.
Can build the Meta Morph hull (req. Con 5 Bio 9)
Can build the Mini Morph hull (req. Con 5 Bio 5)
Can build Nanocomposite Armor (req. Bio 13 - a third "blue" armor)
Only PRT that can build the DNA and RNA scanners. RNA scanner has a penetrating radius and is disabled by NAS.
Can possibly build some other Biotech based toy(s) TBD.
Starts with Bio 5.
Total Terraforming LRT:
+1 Biotech level
Makes Retro Bomb available
+30% terraforming/permaforming chance for PP packets
Cheap Engines LRT:
Makes Antimatter Generator available
Alternate Reality PRT:
Starts with Con 4 and Energy 3.
Inherent mining ability twice as efficient.
Starbases have inherent jamming ability equal to 20+ 2*Electronics level percent.
Starbase jamming caps at 90%.
Can build the Flux Capacitor.
Advanced Remote Mining LRT:
All mining robots are 25% cheaper to build.
Only Basic Remote Mining LRT:
Does not give maximum population size bonus.
Minimum homeworld mineral concentration is 50 (applies to homeworlds you control).
The Swarm LRT (replaces BET):
Costs 10 RW points.
+10% maximum population size.
+Bleeding Edge Tech miniaturization effects.
+20% to all research costs.
Jack of All Trades PRT:
If NAS is selected, built-in ship scanners are non-penetrating.
Other stuff:
Orbital Adjuster becomes a MT toy available at relatively high tech.
Remove Colonizer hull and use Small Freighter instead. Remove SF's shield/armor slot, change scanner/elect/mech slot to Mech only, increase fuel capacity to 250. Reduce Germanium cost to 5.
Reduce Medium Freighter's Germanium cost to 10.
Privateer carries only 25kt cargo and costs 13kt Ironium. (Don't make a utility ship do a freighter's job.)
The only necessary remote mining hulls are Midget-Miner, Mini Miner, and Miner. Mining robots can all fit in one slot.
150/600 gate changes to 200/350 gate at Prop 10 Con 8, slightly more useful. 300/500 gate requires Prop 13 Con 12.
[Updated on: Wed, 03 December 2008 21:19] Report message to a moderator
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What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Adacore on Mon, 28 July 2008 09:12
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: LEit on Mon, 28 July 2008 12:06
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: LEit on Mon, 28 July 2008 17:56
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Adacore on Mon, 28 July 2008 22:30
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Coyote on Mon, 04 August 2008 18:51
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Re: What might be fixed in a "new" clone game?
By: stranger on Tue, 05 August 2008 04:55
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Adacore on Wed, 06 August 2008 04:32
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Coyote on Mon, 18 August 2008 17:00
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Re: What might be fixed in a "new" clone game?
By: stranger on Fri, 22 August 2008 15:12
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: johng316 on Tue, 25 November 2008 14:57
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Re: What might be fixed in a "new" clone game?
By: Coyote on Tue, 25 November 2008 19:30
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Re: What might be fixed in a "new" clone game?
By: craebild on Thu, 27 November 2008 02:30
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Re: What might be fixed in a "new" clone game?
By: Coyote on Sun, 24 August 2008 21:31
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Re: What might be fixed in a "new" clone game?
By: Coyote on Tue, 02 December 2008 00:45
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Re: What might be fixed in a "new" clone game?
By: Coyote on Wed, 03 December 2008 20:35
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Re: What might be fixed in a "new" clone game?
By: redvidar on Wed, 17 December 2008 16:25
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Coyote on Tue, 02 December 2008 01:11
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Re: What might be fixed in a "new" clone game?
By: MRing on Fri, 19 December 2008 01:54
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