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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Religous Trait ideas

Image de Romulus68
Soumis par Romulus68 le Mer, 2008-03-05 12:20 SE:V MODs

I wanted to bounce some ideas off everyone to see if this is doable the way i imagine it.

The idea is for a new series of units/structures for the Religious Racial trait similar to what Organic and Crystalline get.

I imagine a unique Temple structure that opens up new unit/ship types. Now what sets these units apart from other units is in the structure points of the troops, fighters and ships. The Tonnage ratio is what determines how hard it is to destroy a said item, correct? More or less the Religious race uses the same stuff as a normal race, but its more resilient. Think of it as religious Zeal and Feel no Pain thanks to their undying belief in their gods.

So, a religious ship would be say 25% more resilient at Religion One and progress from there. I need advice on where

This is in reference to the Hulls/base. For example a basic Frigate is 250 Tons and 250 ton structure. The 2nd number drives its ability to take damage in combat. What I'm unsure of is how the base Hull structure factors in to the damage taken during combat.

By simply raising this tonnage number will it make a ship last longer in a fight?


I was also thinking of hero characters as well. These would have much, much higher structure, but you give them a VERY high build resource cost to make it take longer to construct/train and high maintenance costs to limit their numbers. Also, they can only be built/trained at the planet containing a temple.

Idea areas to draw from for ships, fighters and troops: Jedi from star wars and Inquisitional forces from Warhammer 40k.

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Image de Lord Aries Greymon

Re: Religous Trait ideas

Soumis par Lord Aries Greymon le Mer, 2008-03-05 18:18

On the Hero-ships thing.
It should be possible. Afterall, if one can (and most do) limit the number of shipyards per planet, then why couldn't you limit the number of a specific hull type to one (or 2) per player?

Might take a bit of creative thinking to make it work though.
____________________
I'll make one later.

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Re: Religous Trait ideas

Soumis par Vince278 le Mer, 2008-03-05 19:36

I always thought the religious types should get bonuses to convert others. Perhaps bonuses to diplomacy? Smiling

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Image de Romulus68
Mod Designer

Re: Religous Trait ideas

Soumis par Romulus68 le Mer, 2008-03-05 20:50

Vince278 wrote:
I always thought the religious types should get bonuses to convert others. Perhaps bonuses to diplomacy? :)

What about bonuses to migration? That represents drawing in converts to your Empire. I like that a lot!

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Image de Lord Aries Greymon

Re: Religous Trait ideas

Soumis par Lord Aries Greymon le Jeu, 2008-03-06 00:11

That does sound good.
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Image de Romulus68
Mod Designer

Re: Religous Trait ideas

Soumis par Romulus68 le Jeu, 2008-03-06 09:36

I tried raising the Structure tonnage last night and ran combat simulations. From what i could tell it had no bearing on the battle or damage taken.

Anyone else researched/tried this?

Emailing with Devnull we come up with a good idea that follows the same premise of making the Religious zealots fight on longer. We were thinking about "Blessed Armor' that is basically normal armor but stronger. It would be an option like Organic and Crystalline.

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Image de Rilo57

Re: Religous Trait ideas

Soumis par Rilo57 le Jeu, 2008-03-06 12:55

Check how much damage was being done in your simulations, the structure tonnage is the "hitpoints" of that component. So increasing the hitpoints should make that unit last longer. Maybe you could make the religious components on the ships count as armor, and then in their structure tonage put an equation that goes up with religious levels.

putting the religious components as armor would allow the ship to last longer and still function.

SEV, more than a feeling.

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Image de bearclaw
Mod Designer

Re: Religous Trait ideas

Soumis par bearclaw le Jeu, 2008-03-06 13:56

I think the problem might come up that sure the unit/ship/base has a higher kt to take dmg but the individual components don't. If the first blast from a weapon takes out the armor and weapons, regardless of the kt remaining, that unit is still out of the fight.

Perhaps a better option is to add the ability that increases the kt structure of all components on that unit. It's even doable to have this ability on all units but only active for the respective Religeous tech. That way, you would not need to have a special set of units/hulls just for religeous race.

For Dark Nova 5, I've got a plan to do something similar but I'll be utilizing Crossover techs to achive these sorts of things.

EG: A player chooses psychic and Religeous techs will end up with a Jedi-type empire (though named different)

Or: a player discovers unique version of certain psychic tech and religious tech will end up with a Lightsabre-type infantry weapon.

I've got an ever-growing list of possible crossover ideas. Should be good once I've got it completed.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

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Re: Religous Trait ideas

Soumis par LordDemon le Mer, 2008-04-16 02:36

You could provide a "faith totem", which works like the emissive armor, reducing X kt of damage from each shot.

I'm not sure if that would work against armor penetrators, but I don't think the capability is tied to armor status of the component. Also, it is worth considering if the effect is only those hits that damage the faith totem itself, or can they be extended to hits on any component on the ship.

This would make the vehicle fight longer, by reducing each incoming damage by certain amount.

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