Re: Is the intelligence in SE(?) ok?
I follow what you are saying and it too is a good idea. I see two problems with this though.
1) Modding: Anyone who wanted to select an intelligence trait would be doing so for not. Another player could simply select higher bonuses in the intelligence species section. Consider that you can�t guess how your opponent divided up his bonus points for characteristics, but who amongst us does not know the advantages that are provided by the traits natural merchants or lucky. Do you see what I am getting at? If you select the trait lucky your opponent can�t raise anything in the characteristics area to make you unlucky. Thus I decided to split the ideas into the two paradigms below; they really can not coexist without some major tinkering with the game mechanics.
2) The second problem I see is that it would really be redundant. If you make the intel into a characteristic and get full customization than you would not have an incentive to waste points picking a trait that provides the same or similar bonuses. Of course I need not point out that you can easily cap the amount for points that can be spent but still.
This [number 2] leads to another point. If the characteristic is customizable why have the trait which you can�t customize. I prefer the former over the latter because it will allow modders to have more [AI] control over the races they create. Also I really think that too much control, which characteristics selection could provide is a bad thing. Limiting it would be easier than having Aaron lay it in the code (un-modable) and it would help to flesh out the species identity RP wise. Not that characteristics don�t do the same thing already. Given this I will admit that there are holes in my idea. Still if you can mod in new offensive-intel projects you would not be able to mod in counter-intel projects if counter-intel is a characteristic. Man is this long.
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