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October 26th, 2004, 04:58 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Making a (Much smaller than the Last one) mod
There's a possibility. And now, I really should sleep.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 26th, 2004, 07:39 PM
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Captain
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Join Date: Apr 2003
Location: Burnaby
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Re: Making a (Much smaller than the Last one) mod
Got an idea for a faction for you. The MicroStar (or MS) Empire. Have the biggest ships in the game. Their ships are also the slowest, and filled with components that don't actually seem to do anything and the components that do seem to serve a purpose don't seem to do it very well. MS Ships are also very heavily armored, yet against actuall weapons the armor doesn't seem to do much. The armor is usefull though, because MS Ships have extremely poor sensors, and thus tend to crash a lot. The only advantage the MS Empire has is that they have a lot of money, so any time another empire builds a better ship, the MSE buys it off them and suppresses the design. :-D
Obviously I'm not serious...
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Suction feet are not to be trifled with!
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October 26th, 2004, 08:45 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Making a (Much smaller than the Last one) mod
How about removing counter-intel, and instead make "intel sabotage" really cheap?
That's "destroy the other guy's attack project before it gets completed" kind of intel sabotage...
The other guy can make 11 fake projects to reduce your chances of killing the correct one, and you have to pick the person you want to defend against.
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October 26th, 2004, 09:03 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Making a (Much smaller than the Last one) mod
And there was much hammer wackeging of AgentZero.
SJ, I want to reduce the randomness of Intell if I do put it in there. Make it feel more like you are engaging in a real project with a real process to it. Otherwise, I might as well call it 'The Intell Slot Machine'.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 27th, 2004, 11:45 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Making a (Much smaller than the Last one) mod
Well SJ's suggestion will make it less random - you will be able to specify which empire's intel projects you want to defend against.
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The Ed draws near! What dost thou deaux?
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October 27th, 2004, 01:40 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Making a (Much smaller than the Last one) mod
Hmm...That would make alliances much more important...
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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