.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 17th, 2004, 08:11 PM

brianeyci brianeyci is offline
Sergeant
 
Join Date: Jul 2004
Location: Toronto, Canada
Posts: 308
Thanks: 0
Thanked 0 Times in 0 Posts
brianeyci is on a distinguished road
Default Re: SEV- Suggestions on Ruins

Oh, the "power ruins" would be nicely put into a Category called "persistent ruins".

For example, you would get a special weapon that could skip through armor and shields, but that weapon would only continue to work and you could only continue to build it if the ruin was under your control. And various other things I can think of that would create more strategic reasons to own a ruin planet. For the idea to work though, all other empires would have to be aware of the ruin planet every turn it was "used".

Brian
Reply With Quote
  #2  
Old October 18th, 2004, 04:00 AM

Baron Grazic Baron Grazic is offline
Captain
 
Join Date: Oct 2001
Location: Australia
Posts: 809
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Grazic is on a distinguished road
Default Re: SEV- Suggestions on Ruins

I like the idea of Persistant Runes. That would certainly allow more Roll Playing ideas for games.
Runes that always give tech doesn't sound realist. In the late game, if my Empire has researched everything except Torps, and I colonise a Ruin World, why should that world have Torps?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:58 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.