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January 19th, 2003, 03:05 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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New Racial Tech Traits Ideas
What new racial tech traits would you want to see in a SE4 mod?
[ January 20, 2003, 07:46: Message edited by: Imperator Fyron ]
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January 19th, 2003, 07:58 AM
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Colonel
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Re: New Racial Tech Traits Ideas
What I would like would be a "true" mechanoid race. The trait as it is now gives you only protection against plagues, which is not a big deal. A mechanoid race like I see it, could additionally colonize all atmospheres and their ships would not need life support/crew quarters.
Of course this would be a very expensive racial trait (3000 points or more).
[ January 19, 2003, 06:00: Message edited by: Q ]
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January 19th, 2003, 08:46 AM
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Shrapnel Fanatic
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Re: New Racial Tech Traits Ideas
Already kinda added that to my mod. Not the colonizing thing, but the other part.
They get:
Mechanoid Technology
Level 1-3) Mechanoid Bridge I-III (10 kt, repairs 1-3 comps per turn, has Psychic Cloaking) maybe should have LS and CQ built in?
1-3) Mechanoid Immunity Lab I-III (level 3-5 plague prevention facility)
1-3) Mechanoid Labor Force I-III (5-15% system robotoid factory)
4-6) Effeciency Algorithm I-III (20kt, 10, 12, 15% combat to hit bonus, stacks with Combat Sensors)
4-6 + 4-6 Computers) Programing Language Research Computer I-III (System Computer Complex with +5% bonus).
And, the trait costs 1500 points. What do you think?
[ January 19, 2003, 07:07: Message edited by: Imperator Fyron ]
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January 19th, 2003, 09:00 AM
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Private
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Re: New Racial Tech Traits Ideas
perhaps a race with teleporting technology, they do not move normal, they jump. telporting boarding parties on an enemy ships, or teleporting troops on enemy planets, no need to get near the targets.
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January 19th, 2003, 09:08 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: New Racial Tech Traits Ideas
That would be awesome, but it won't work. There is no possibility of transporters in se4.
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January 19th, 2003, 10:58 AM
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Colonel
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Re: New Racial Tech Traits Ideas
Quote:
Originally posted by Imperator Fyron:
Already kinda added that to my mod. Not the colonizing thing, but the other part.
They get:
Mechanoid Technology
Level 1-3) Mechanoid Bridge I-III (10 kt, repairs 1-3 comps per turn, has Psychic Cloaking) maybe should have LS and CQ built in?
1-3) Mechanoid Immunity Lab I-III (level 3-5 plague prevention facility)
1-3) Mechanoid Labor Force I-III (5-15% system robotoid factory)
4-6) Effeciency Algorithm I-III (20kt, 10, 12, 15% combat to hit bonus, stacks with Combat Sensors)
4-6 + 4-6 Computers) Programing Language Research Computer I-III (System Computer Complex with +5% bonus).
And, the trait costs 1500 points. What do you think?
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Good ideas!
If you give a component bridge, life support and crew quarters abilities together the AI designs will be suboptimal because he will not consider the combined abilities (at least 3 identical components on each ship even if one would be sufficient).
But you may give them a cheaper special master computer component (right from the start, no research needed), bacause after the next patch the AI will use them.
For the colonizing: a universal colony module and a cheaper and faster atmosphere converter.
The racial cost if you give all that should then be much higher IMO, as I said at least 3000 points. But then this could be quite a strong AI race. For a human player it might be too much benefit.
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