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Old January 19th, 2003, 11:04 AM
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Default Re: New Racial Tech Traits Ideas

There are already some Universal Colony Modules in the normal tech tree (and hybrids, that colonize 2 types).

I am trying to keep the cost at 1500.

AIs are of secondary concern to me (esp. as I don't like playing with AIs in the game ).

[ January 19, 2003, 09:27: Message edited by: Imperator Fyron ]
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Old January 20th, 2003, 02:09 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Imperator Fyron:
What new racial tech traits would you want to see in a SE4 mod?
I've got a FEW, but I'm using 'em for Exodus. 8)

Rather than straight up racial technologies, what about some of the "minor traits" like SJ put in P&N? Like Living Ships or the like?

[Edit]

Acutally, to heck with it, here're a few of the things I'm thinking of for Exodus:

Advanced Terraforming (cheaper, faster, lower-research-cost climate, value, and atmosphere modifying toys. Even perhaps a slow-as-molasses-on-a-cold-day atmosphere converter to START with -- 30 to 40 turns,maybe?).

Advanced Fighters (fighter use on steroids; better fighter hullss, nicer fighter components, better launch bays, a couple extra carrier hulls)

Advanced Missiles (as AdvFighters is to fighters, this is to missiles ... and PDC)

Megascalar Engineers (masters of all that is bigger-than-BIG)

Microscalar engineers (unmatched makers of small things -- units, multi-purpose components (a combined LS/CQ component, for example)).

.....

Additionally, you could do for gorund troops, what I suggest above for missiles / fighters.

Not so much "stuff noone else can do at all" ... but "stuff you do BETTER than anyone else, but not truly DIFFERENTLY". To compare to Stock SE4/G ... perhaps instead of having Small Weapons run form 1 to 3 ... maybe the Advanced Fighter fellow has a 4 and 5 level of each one.

Perhaps the Advanced Missile guy gets to advance beyond the nomral limits of the CSM and the like (RoF 2 CSMs, or else Armored CSMs, or maybe both but not at the same TIME, and so on).

Oh, one thing: one of the things I like best about P&N is, the CROSSOVER TOYS. *hint, hint*

[ January 19, 2003, 12:20: Message edited by: Pax ]
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Old January 20th, 2003, 12:18 AM
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Default Re: New Racial Tech Traits Ideas

How much would someone pay for a trait called Military Strategists?

In the mod, all training facilites are system training, and train at a rate of 1 per turn. The max training is 10% (5 levels, 2 per level). Military Strategists would possibly train at a rate of 2 per turn, with a +2% max training cap. Does 500 points seem too much, too little, or just right for this trait?

Oh... I also changed the costs of the Aggressiveness and Defensiveness traits. They cost the same:

Characteristic Aggressiveness Max Pct := 125
Characteristic Aggressiveness Min Pct := 75
Characteristic Aggressiveness Pct Cost := 100
Characteristic Aggressiveness Threshold := 5
Characteristic Aggressiveness Threshhold Pct Cost Pos := 200
Characteristic Aggressiveness Threshhold Pct Cost Neg := 25

[ January 19, 2003, 22:22: Message edited by: Imperator Fyron ]
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Old January 20th, 2003, 12:29 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Imperator Fyron:
How much would someone pay for a trait called Military Strategists?

In the mod, all training facilites are system training, and train at a rate of 1 per turn. The max training is 10% (5 levels, 2 per level). Military Strategists would possibly train at a rate of 2 per turn, with a +2% max training cap. Does 500 points seem too much, too little, or just right for this trait?
Here's another thought: close Fleet Training out from normal races. Give the Strategists their 2%/max10% Ship training .. and 1%/max10% FLEET training.

That'd be worth 500 IMO. Maybe as much as 750.

If you stick with both training types all the time, then 500 cost seems okay for faster training ... though 750 to pay for a cap of 15% (and that 2% per turn) counds intriguing as well.
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Old January 20th, 2003, 12:31 AM
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Default Re: New Racial Tech Traits Ideas

Hmm... maybe I could have Master Strategists that does:

max fleet training 15%, 2% per turn

And then Master Tacticians that does:

max ship training 15%, 2% per turn

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Old January 20th, 2003, 12:33 AM
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Default Re: New Racial Tech Traits Ideas

Quote:
Originally posted by Imperator Fyron:
Hmm... maybe I could have Master Strategists that does:

max fleet training 15%, 2% per turn

And then Master Tacticians that does:

max ship training 15%, 2% per turn

Maybe 350 apiece for those. 400, tops. 8)
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Old January 20th, 2003, 12:45 AM
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Default Re: New Racial Tech Traits Ideas

Wait... max normal Fleet Training Facility is 5%...

I need an idea for a good tech name for the Master Strategists. Advanced Strategies sounds kinda lame.

[ January 19, 2003, 22:45: Message edited by: Imperator Fyron ]
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