|
|
|
|
 |

July 30th, 2003, 07:56 AM
|
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Comments for New Racial Trait
Well, i believe SE realy misses a Gravity racial trait. Besides that, i think its all there. Perharps ENERGY tech tree for beter energy weapons.
__________________
Let the game begin!
Green bug from outa space!
|

July 30th, 2003, 05:39 PM
|
 |
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Comments for New Racial Trait
So play P&N!! I personally think the grav tree's the best (nudges SJ, wink wink  ) You may find that the ship speeds are superior to anything else out there, plus they have superior tractor/repulsors, which can be the nail in your opponents' coffin when you've already got the weapons range advantage.
But the best of all is the planetary mega weapon - nothing quite like displacing the gravimetric force of your planet onto an enemy ship for a few milliseconds... heeheehee.
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|

July 30th, 2003, 08:15 PM
|
 |
First Lieutenant
|
|
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Comments for New Racial Trait
LR mod has Omnipotence, Necromancy and others. I dont think Magic or Necromancy should be default though. IMHO its too "un-sci-fi" for a sci-fi game. I mean its good for modding in, but not for being a vanilla.
I would like:
-Omnipotence
-Anti-Matter Race
-Pirates and Nomads!
I would personally like to see a races Strength affect its boarding offense and defense. ^__^ just some ideas.
|

July 30th, 2003, 09:39 PM
|
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Comments for New Racial Trait
Uh, Kodos? How exactly can you have an "ommipotent" racial trait?
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

July 30th, 2003, 09:52 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 5 Times in 2 Posts
|
|
Re: Comments for New Racial Trait
LR Mod?
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

July 30th, 2003, 09:52 PM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Comments for New Racial Trait
Call it the "power gamer's trait" and give it insane combat boosting components and facilities that act like the Value Improvement Plant, only for a whole SYSTEM... oh, wait, we have one of those already
Seriously though, a few I'd like to see:
Antimatter Based (dunno what that would do in terms of game play...)
Energy Based (kinda like Organic only using lots of radioactives and energy)
Natural Spacefarers (aliens who live in space not on planets)
Heatmisers (can't think of a better name, basically life-forms who live inside of stars instead of on planets, like the Sonne are supposed to)
And basically any other sort of "extremophile" - aliens who live on neutron stars, in close orbit of black holes, in nebulas, etc. (Hey, why can't gas giant races colonize nebulas? That would be interesting...)
__________________
The Ed draws near! What dost thou deaux?
|

July 30th, 2003, 09:58 PM
|
 |
Colonel
|
|
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Comments for New Racial Trait
I was interested in a nearly omnipotent racial trait. Obviously, for AI use only. The plan was for them to start the game with , say, Battleship hulls, powerfull weapon, phased shields, all components self-repair, real fast engines, etc.
Here's the cool bit... they would have a high cloak level, and cloak their planets, and a personality where they wouldn't attack without serious provocation.
You should never find them, unless you were looking for them, and then you'd better be ready.
Pretty much I've described the Devnull space monsters, but I want them to not try and kill everyone from the start. Just fly around, colonize here and there.
Waiting ...
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|