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March 5th, 2005, 12:47 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
Screensavers usually have some action in them
I could strip off the title text to make a desktop background though...
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March 5th, 2005, 08:27 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
To Do:
- Add helpful intel projects.
This adds a lot of potential. Some things you should be able to do:
- Slip an ally some resources (negative resource steal op). This saves you the hassle of sending a political message and waiting for the acceptance message.
- Refuel a stranded ship, or provide a small boost to a warfleet.
- Insidiously lower their guard against you, allowing you to sneak in attack projects while they think you are helping them!
You can even accuse your enemy of the attacks via comm message, and hopefully provoke your "friend" into attacking your real enemy 
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March 5th, 2005, 08:43 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
To Do:
- Add helpful intel projects.
This adds a lot of potential. Some things you should be able to do:
- Slip an ally some resources (negative resource steal op). This saves you the hassle of sending a political message and waiting for the acceptance message.
- Refuel a stranded ship, or provide a small boost to a warfleet.
- Insidiously lower their guard against you, allowing you to sneak in attack projects while they think you are helping them!
You can even accuse your enemy of the attacks via comm message, and hopefully provoke your "friend" into attacking your real enemy
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Now that could get interesting. I can just imaging sending a whole bunch of officers to train a friend's flagship (modded crew rotation project) and then crew insurrecting it  . One brand new top-of-the-line ship with 50% experience in a position to do some major damage to your too-trusting ex-friend  .
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March 5th, 2005, 09:57 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
I like the sound of an officer exchange program.
Exchanging more and more officers until they exceed the original crew and then mutiny is delightfully evil 
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March 6th, 2005, 08:40 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Carrier Battles Mod
I like the idea, but how would one prevent negative projects from other empires, while allowing these ones to pass from an ally?
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March 6th, 2005, 08:49 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
This mod abandons the all-or-nothing counter intel projects.
Instead, you must use really cheap intel sabotage projects to discover and stop the attacks before they start.
Unless you have a lot of defending sabotage projects going against one player, you'll have to get lucky to hit their big attack. But you do have multiple turns to catch it, since the costs are pretty high.
You and an ally can also work together to prevent an enemy from attacking.
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March 6th, 2005, 08:57 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Carrier Battles Mod
Yeah, I'm totally stealing this intelligence setup for my mod. But it'll have to wait until I at least release what I have!
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