From: Michael v. D. <mi...@ci...> - 2003-01-16 18:13:50
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The race abilities setup version 3 K, I'm leaving out the race descriptions to shorten the file. There are several important points to note before starting 1) Several modifiers were dropped due to coding restrictions 2) A production/building/research modifier will be inserted for each race 3) I will no longer fill in the values 4) And most importantly, this is an alternative. Not meant to replace previous versions Goals : Promote teamwork Force players to choose a style Create diversity Balancing tool for ship list Possible coded modifiers : Research Production Building Personal race relations Global race relations Racial kill Local tax Maximum Alignment Xp loss upon death *All subdivided into positive and negative Possible non-coded modifiers : Starting Alignment Xp gain upon kill *All subdivided into positive and negative Default assignments per race :1 permanent positive bonus (PB) 1 permanent negative (PN) 1 building modifier (BM) 1 production modifier (PM) 1 research modifier (RM) 1 starting modifier (SM) Perceived race segregation : Zyck'lirg - A bug race that has so much population that building is fast and xp means very little. Their ships are meant for traveling long distances and they range from medium sized traders to large warship. Since most of their ships are biologic they do not show up on any long range scanners. Xollian - Evil Hunters that have trouble getting along with other races in various ways. Their main power is the cloaking technology and their efficient weapons factories. KEA - Major traders that are friendly with everyone but have trouble producing due to inefficiency. They are liked by all other races for their trading abilities and can continue trading even all the races are at war with each other Paragon - A tech loving race. They are masters of deception even going as far as masking their own ships. Due to their love for technology they keep large supplies of power ready so they can install the latest devices. Mawlor - Born warriors that are good at fighting but don't like to lose and consider building beneath them. They dislike sharing any of the glory of combat with others of their species so they rely on a few per ship compensated by immense amounts of robotic drones Now to assign abilities to each race without values Zyck'lirg : PB) X% less xp loss upon death PN) unaffected by positive global race relations BM) X% less building cost PM) X% more production cost RM) X% more research cost SM) -X global race relations Xollian : PB) Do not pay local taxes on selling goods PN) Max alignment < 500 BM) X% more building cost PM) X% less production cost RM) X% less research cost SM) -X alignment KEA : PB) Unaffected by negative global race relations PN) X% less gain upon kill BM) X% less building cost PM) X% more production cost RM) X% less research cost SM) +X alignment Paragon : PB) X% more xp gain upon kill PN) Maximum personal race relations < 500 BM) X% more building cost PM) X% more production cost RM) X% less research cost SM) +X personal race relations with all races Mawlor : PB) Maximum personal race relations > 500 PN) X% more xp loss upon death BM) X% more building cost PM) X% less production cost RM) X% more research cost SM) -X personal race relations Someone with more knowledge of game numbers and stats will have to assign the actual values As always feel free to comment |