[Concept] A different kind of sci-fi crossover mod |

Of course everyone wants to do a Star Trek vs. Star Wars vs. Babylon 5 vs. Andromeda vs. ??? mod, but what about this idea? How about a Space Empires vs. GalCiv vs. MOO vs. Stars! mod? Thing is I don't know how to really differentiate the different games... I mean obviously you would take a racial trait or culture or something to determine which game's techs you get, but how should they be different, other than the obvious renaming of certain items (MOO2's xentronium == Stars' superlatanium, for instance)... I know Adamant for SE4 had several paradigms with somewhat differentiated tech trees, though most of it was unfortunately copy-paste. (What IS the difference, in the mod, between a mana-shard generator and a reactor anyway, other than the resource cost, picture, and tech requirements?)
I suppose the SE races would have the Balance Mod tech tree with all its nuances (well, perhaps just some of them if it gets too unwieldy to port the whole thing over); the GalCiv races would have somewhat simpler tech tree looking a bit like GC2's tree; the MOO races would have a "Masters Mod"-ified version of the MOO2 tree (the theoretical techs provide results directly, but (since we can't really randomize the tree) you have to take Mastery racial traits to get the full benefits from each branch (say, you might get only a preselected subset of the weapons unless you have Weapon Mastery); and the Stars! races would have something similar to the MOO2 races, only with the techs and race traits from Stars.
So, anyone else interested in having the Mrrshans and Drengin ally versus the Jraenar and Rabbitoids?
I do wonder about the Packet Physics races from Stars! though... how the heck are we going to represent Stars! style (as opposed to the wimpy MOO2-style) mass drivers? I suppose they could just be turned into long range siege weapons mountable on the largest weapon platforms only, and also give a spaceport ability to a system...

Re: [Concept] A different kind of sci-fi crossover mod
I dont think that there is too many races in stock SE5, just that they all behave in a somewhat similar manner - they are mostly differentiated by the racial techs they take.
Also you will not have a truly agressive race in SEV until you make the AI attack first.
Re: [Concept] A different kind of sci-fi crossover mod
It is a very interesting idea. I was thinking of doing something similar, but starting out smaller and working from there.
Yours in gaming,
~Elucidus





Re: [Concept] A different kind of sci-fi crossover mod
The one thing that SEV is lacking (in my opinion) is that when I encounter a new race I don't know how they're going to behave. In MOO2 there was the preset 8 or so races and if you ran in to the Darlocks, you knew you had to protect against intel... With so many races and new ones all the time. SEV suffers from race overload. I end up treating them all the same, I try treties with them, or if they're in my way I attack them... I guess the question is, do races have personalities (mirrshans - attack first)
I think people are drawn to mods that are from universes that we're familiar with, because we know how the Borg should behave.
Does anyone feel the same?
SEV, more than a feeling.