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Old October 25th, 2006, 06:34 PM
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Slick Slick is offline
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Default Re: Organic & Crystal vehicle differences?

Which begs the question as to how different they should be. These shifts in cost go a little way toward making these ships faster to produce, as any shift away from minerals will do. But Organic and Crystal races already have this advantage with their unique components. The question is: Should there be any other teeny advantages to these ships that go with your expenditure of those set-up points? Maybe some offsetting disadvantages too, since the normal vehicles are still available to these races. After all, 2 whole separate sets of ships and units for slight modification of resource costs doesn't seem like a worthwile difference. Of course, nothing unbalancing should be contemplated, just "sauce for the goose".
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Old October 25th, 2006, 07:45 PM

Raapys Raapys is offline
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Default Re: Organic & Crystal vehicle differences?

Personally I think that stuff should work like 3 exclusively different 'ways'; i.e. someone's organic, someone's crystal'ish, and others are good old metal.

At least with Kwok's mod, the races with these traits stop building normal ships, armor and weapons when they research their traits anyway, so why not just make them start with it but not have access to the 'metal' technology theme.
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