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Race idea?

 
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Sebastian

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Since: Mar 01, 2005
Posts: 346



(Msg. 1) Posted: Wed Mar 29, 2006 3:55 am
Post subject: Race idea?
Archived from groups: alt>games>vgaplanets4 (more info?)

May I ask wehathter thereŽs a race that has similar abilities to the
following description:

lifeforms are "living planets" -> only 1 colo bases

minerals, MC, grow and everything you just know is irrelevant

Bases/planets will range from level 1 to level 10

bases/planets can perform one of the following tasks per turn:

- upgrade their level
- build any warship acording to their tech level (MC, min, Weapon
irrelevant) (level = hull tech)
- launch a pod to bring a new planet to live (ovious with livepods:)
- buy one type of fighter according to: 100*Level T1 or 10*Level T2, or
3*Level T1
- transfer Level * 1000MC to galactic bank
- can lower their stress by Level *100

Fighter type one
has zero weapon&battery but great range-> know as little meteor that can be
used to sweep mines

Fighter type two and tree
has zero range but some wepons which can be fiered once and then fighter is
destroyed (kind of orbital protection, like belts of saturn)

planet/bases

are immune to GC
are immune to orbital bombardement, orbital bombardement creates stress (1
point per 1000 blast or so)
wave amper and wave damper both cause 50 to 100 points stress when used on a
living planet
laser mining and particle fountain creates 50 to 100 points stress when use
on a living planet
and of cause glory devices and super laser acts same as always

have always a HD delta of zero

living planets kill every other base/ liveform on the planets when reaching
level 2 (or similar).

Living planets bases have always following structures: race structure 1 (one
for each planet level), and what you need to build ships with quickbuild,
launch pods and build and launch wings. You cannot build other structures
than race structure 1. The mentioned structures are there by default.

warships have only 1 crew and are immune to any effects that might reduce
the one crew. If the one crew is lost, then the ships are destroyed.
each ship has a dry dock that allows it to build ships of their hull tech
levels or lower. The building ship gets destroyed in this process. (kind of
morphing ships:)
They have only few slow big things with approriate weapons for their hull
tech.

Devices: not thought of it jet but at least no minelayer and no minesweeper
and no GWG.

Seen something like this before? Does it sound interesting to you? Do you
think it can be balanced at all?

Just cause I couldnŽt fall asleep last night and so had a LOT time to
think:)

Greetings
Sebastian

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david_bandy

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Since: Mar 01, 2005
Posts: 126



(Msg. 2) Posted: Wed Mar 29, 2006 6:27 am
Post subject: Re: Race idea? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I remember nothing like it during the Crayon World vote on new race
ideas the other year... and there were many, many races put forth then.

Interesting Idea. Balanced? Can anything really be balanced? Game
settings make some races more powerful than others (high natives make
Borg strong, etc...). As log as in some settings they have 'problems'
then this could be a good idea.

I'd be willing to take some time to email ideas back and forth with you
if you want to take this further into development.

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Doc

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Since: Mar 03, 2005
Posts: 101



(Msg. 3) Posted: Wed Mar 29, 2006 8:05 am
Post subject: Re: Race idea? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

How do you kill them?

You have to destroy the planet? But most races want planets to live on
but living planets kill every other base/ liveform on the planets when
reaching level 2 (or similar). {Should work on a killing scale i.e.
level 1 -> 100 + 10% kill rate level 3 -> 300+30% kill rate etc etc
Level 10 1000+100% kill rate}

So to most other "normal" races, they would be classed as a planetary
infection?? Or planet atmosphere killing virus? And not a race at
all....

This race is not going to be liked by most races and would want to be
killed off ASAP in any game.
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 4) Posted: Thu Mar 30, 2006 9:52 am
Post subject: Re: Race idea? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Perhaps call them the Petaybee?

BUILDINGS

== Forbidden Structures ==
* Smelter
* Mine
* City (Undercity ok)
* Public Space Ports
* Terraformer
* Anti-Aircraft Gun
* Laser Cannon
* Ion Cannon
* Note 1

WORLDBRAIN (Racial Building 1)

Tech Level : 0 (Planet Tech level irrelevant)
Cost : (1000mc + 100 Supply Units) * pre-existing
Worldbrains
Maintenance : #Worldbrains^2 * 10 Food
Limit per planet : 1 per million colonists

Only 1 additional Worldbrain can be built in a base each turn.
Each million colonists allow an additional Worldbrain to be built.

PRODUCTION
* 1000 MC, 100 Med Units
* Acts as 1 virtual Training Center per Worldbrain. (Growth Rate not
reduced). Note 2
* Acts as 10 virtual Mines per Worldbrain. (Happiness not impacted).
* Acts as 1 virtual Smelter per Worldbrain. (Happiness not impacted).
* Acts as 10 Anti-Aircraft Gun per Worldbrain. (Requires Ord)
* Acts as 2 Ion Cannons per Worldbrain. (Requires Ord)

SPECIAL
*Worldbrain/Colonist ratio (WC ratio) is calculated by
#Worldbrain/colonists/1 million.
* If the WC ratio) < 1, growth is reduced to 50% normal.
* If Food is not available for maintenance, Soil of planet is reduced
by #Worldbrains * 10.
* If Soil is 0, then all Worldbrains in base are destroyed.
* If population is reduced below WC ratio < 1, Worldbrains are
destroyed until ratio >= 1.
* Population cannot be willingly be lowered enough to reduce WC ratio
below 1. Movement of such population is blocked.
* At least 2 Worldbrains will increase Soil by #Worldbrains * 2 (unless
Maintenance is not paid).
* Climate is moved towards 25 by #Worldbrains * 2 (max change of 20)
(Farmable range is 5 to 45) Note 3
* Ship hulls and Buildings constructed are limited in Tech to
#Worldbrains in the base. Hull and Planet Tech are irrelevant.
* Worldbrains cannot be Ground Chunneled to another planet. If a
Ground Chunnel is initiated, the base will be moved, but all
Worldbrains will be destroyed. The soil rating of the original planet
will also be reduced by half.

NOTES
* Note 1 : The Pod Launcher is available, but Life Pods cannot be
launched.
* Note 2 : Normal Training Centers can be built, impacting growth as
normal.
* Note 3 : Unless climate changed to exactly 25, climate will oscillate
back and forth from turn to turn. For example a planet with a climate
of 23 and has 3 Worldbrains, will be changed to a climate of 29. The
next turn it will drop back to 23. This oscillation will always remain
within the Petaybee farming range, so it's just an interesting quirk.

SHIPS

Tech 1 "Kernal" Minimum or no armament, medium speed. Carries
100,000 colonists that are automatically loaded when Kernal is built
(will not be built if 100,000 will reduce Worldbrain/population ratio
below 1). Guests cannot be transferred to or from this ship. The only
way to offload them is to Recycle the ship. Other cargo (perhaps
200kt) can be transferred as normal.

Tech 3 "Seed" is a larger, faster version of the Kernal. Carries
250,000 colonists with the same limitations as the Kernal. Cargo would
be about 500kt.

Tech 7 "Cutting" is a much more massive version of the Kernal.
Carries 1,000,000 colonists with the same limitations as the Kernal.
Cargo would be about 2000kt.

I'd picture their warships as mostly Ord using, perhaps such weapons
could have their PD odds reduced by half or something.

A bit different than you were invisioning though.
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 5) Posted: Mon Apr 03, 2006 8:47 am
Post subject: Re: Race idea? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Oh... lacking from my post above, (as I had actually made one post,
had google error out on me and then had to rewrite a post) was my
reasoning for not reducing population to 1 per planet (or crew to 1 per
ship).

The primary reason is that it would make it quite difficult to make it
neither too easy to wipe out nor too difficult to destroy. Leave the
colonist population as an abstract value representing how integrated
the global sentience has tied itself to the physical planet. Perhaps
forbid any transport of colonists except by the Seed ships. Limit
trasport of crew to only beaming up to replace losses, leaving Troops
and High Guard to be moved around in (small) guest quarters (forbid
Assault Pods as well as Life).

The secondary reason, closely tied to the primary, is that it would cut
down on special rules needed to make the race work.

Ships might also take additional damage (or alternate damage) depending
on a weapon's kill rating instead of blast.
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Sebastian

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Since: Mar 01, 2005
Posts: 346



(Msg. 6) Posted: Mon Apr 03, 2006 11:55 am
Post subject: Re: Race idea? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> How do you kill them?
>
> You have to destroy the planet? But most races want planets to live on
> but living planets kill every other base/ liveform on the planets when
> reaching level 2 (or similar). {Should work on a killing scale i.e.
> level 1 -> 100 + 10% kill rate level 3 -> 300+30% kill rate etc etc
> Level 10 1000+100% kill rate}

As my description was a first shoot. But a good point to consider.


> So to most other "normal" races, they would be classed as a planetary
> infection?? Or planet atmosphere killing virus? And not a race at
> all....

Why not? Every race, other than you little empire of cause, is a galaxy
infection and has to be cleared;o)

No, IŽm onto this as I think IŽll do a little more and after see wheather I
get more responses. But first IŽll set up a general concept of this race
(when I found time....) and ask you again for comments.

Greetings
Sebastian
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