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Draconian Empire change proposal (some ideas)

 
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Author Message
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 1) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: alt>games>vgaplanets4 (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?

 >> Stay informed about: Draconian Empire change proposal (some ideas) 
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Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 2) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?

 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 3) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 4) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 5) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 6) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 7) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 8) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
jxguerreiro

External


Since: Nov 04, 2006
Posts: 10



(Msg. 9) Posted: Sat Nov 04, 2006 2:59 pm
Post subject: Draconian Empire change proposal (some ideas)
Archived from groups: per prev. post (more info?)

Part as a response to some old threads here, part due to frustration on
some games i've playing I've come up with this litle text. I hope you
like it.

The draconians have become one of the least played races in VGA Planets
4. The reasons are many, It has only 65 growth rating, generally small
crew and guest quarters making the ships easy to capture and they don't
have any type of resource generation gimmick. They also have several
redundant ships.

By other hand they have some really massive low tech starbases. A Krait
towing a Draco is something that inspires fear in any enemy heart at
hull level 5! Unfortunately, they can't even built it in most of the
games due to sheer lack of resources. Wich is a pitty because their
ships have some of the best asthetics in the game.

I think there is a fast way to fix the draconians. Look at the Organic
Ship (hull 411). Its one of the most redundant ships of the draconian
fleet, an Olberth class with extra guns and without point defense, on
top of that it has pitiful cargo although its a bit cheaper. For sure
you all agree the dracs could get along without this hull at all.

My proposal is simple: tenfold the costs of the ship and give it a
clone lab and pyramid lounge.
Changes:
Cost 2700 (x10)
Mass 1200 (x20)
Tech Level 9 (from 6 because these ship devices are present on high
tech ships on other races)
Duranium 400 (x20)
Tritanium 400 (x20)
Molybdenum 400 (x20)

Crew Size 465 *unchanged
Passengers 24110 ( rounded for simplicity sake :p, see clone lab
discription )

Warp Drag Factor 120 (+30 to be consistent with the new hull mass)
Warp Signature 130 (tripled to be consistent with the new hull mass)
Engines 4 (from 2 again to be consistent with the new hull mass)

special devices:
Pyramid Lounge: The device makes up to1 mc income per highguard on the
ship. The device needs 1 food unit per
1000mc it generates per turn.
Clone Lab: Increase guests by 20% a turn, by making copies of them.
Costs nothing to use. Increases High Guard by 10% a turn with a limit
of 10 High Guard per ship.

So what do we have now? A ship that is capable to turn excess food into
mc, limited by the number of high guard present. This ship will also
generate troops and high guard for himself (or colonists if you're a
pacific evil emperor). At peak this ship will be loaded with 20k
troops and 100 HG for clonning or fully loaded with HG for Food-to-MC
transformation.
The 5 pod bays mean that despite its diminute cargo hold this ship can
run around farming bases collecting food while the onboard HG turns it
into cash.

This ship would mean that the draconiam army now could afford to throw
troop's lives away, despite the low growth rate, thus enabling more
aggressive prisoner-roundup raids, it also would mean more mc to use in
cloning exotic techs and would afford to fill the guest quarters of
combat ships with troops and HG to make boarding more difficult.

The role-play factor in the draconian empire is in tune with this
boost, they are a heavily militarized society, where an enslaved
population works for the benefit of the military elite. Farming food
for the High Guard to eat.
-----------------------

Secondarily there are some other tweaks that would be positive:
1. Change the Barbitic Mine Dropper on the Dreysen Class Cruiser to
Gravitic Mine Dropper.
2. Double the Rostov Class AA Gunship's ord load to 1000 so it can
fire sandcasters (or micro missile launchers) for some more shots.
3. Ad one more ship to the starting ships, maybe a Large Deep Space
Freighter(hull 1Cool, this way and accordingly to point 1 they whould
start the game with two grav mine dropers and some good starting cargo.
Plus the freighter would de paramount in estabilishing colonies fast.
4. Finally give the poor Oberth Class Assaultship a Dust of Device.
Maybe leaving the mine droper as it is because it wold word very well
as a deterrent against interceptors.
5. The change for the Organic Ship proposed above.

Thank you for reading. I hope have been successful I'm laying down my
idea about the race. Any comments or critics?
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
LeeSMaz

External


Since: Mar 01, 2005
Posts: 177



(Msg. 10) Posted: Wed Nov 15, 2006 10:32 am
Post subject: Re: Draconian Empire change proposal (some ideas) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

With the organic ships, add some more money gimmicks.
I cant c the pyramid lounge helping.

Cheers.
Lee.
ps. I generally found them to be short in cash, minerals, troops, HG!!,
and natives
and colonists and fighting ships.
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
LeeSMaz

External


Since: Mar 01, 2005
Posts: 177



(Msg. 11) Posted: Wed Nov 15, 2006 10:32 am
Post subject: Re: Draconian Empire change proposal (some ideas) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

With the organic ships, add some more money gimmicks.
I cant c the pyramid lounge helping.

Cheers.
Lee.
ps. I generally found them to be short in cash, minerals, troops, HG!!,
and natives
and colonists and fighting ships.
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
LeeSMaz

External


Since: Mar 01, 2005
Posts: 177



(Msg. 12) Posted: Wed Nov 15, 2006 10:32 am
Post subject: Re: Draconian Empire change proposal (some ideas) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

With the organic ships, add some more money gimmicks.
I cant c the pyramid lounge helping.

Cheers.
Lee.
ps. I generally found them to be short in cash, minerals, troops, HG!!,
and natives
and colonists and fighting ships.
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
LeeSMaz

External


Since: Mar 01, 2005
Posts: 177



(Msg. 13) Posted: Wed Nov 15, 2006 10:32 am
Post subject: Re: Draconian Empire change proposal (some ideas) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

With the organic ships, add some more money gimmicks.
I cant c the pyramid lounge helping.

Cheers.
Lee.
ps. I generally found them to be short in cash, minerals, troops, HG!!,
and natives
and colonists and fighting ships.
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
LeeSMaz

External


Since: Mar 01, 2005
Posts: 177



(Msg. 14) Posted: Wed Nov 15, 2006 10:32 am
Post subject: Re: Draconian Empire change proposal (some ideas) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

With the organic ships, add some more money gimmicks.
I cant c the pyramid lounge helping.

Cheers.
Lee.
ps. I generally found them to be short in cash, minerals, troops, HG!!,
and natives
and colonists and fighting ships.
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
LeeSMaz

External


Since: Mar 01, 2005
Posts: 177



(Msg. 15) Posted: Wed Nov 15, 2006 10:32 am
Post subject: Re: Draconian Empire change proposal (some ideas) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

With the organic ships, add some more money gimmicks.
I cant c the pyramid lounge helping.

Cheers.
Lee.
ps. I generally found them to be short in cash, minerals, troops, HG!!,
and natives
and colonists and fighting ships.
 >> Stay informed about: Draconian Empire change proposal (some ideas) 
Back to top
Login to vote
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