Darn. Busted!Dilvish wrote:Vezzra's bloodthirsty side shows itself once again.
Bombardment Design
Moderator: Oberlus
Re: Bombardment Design
Re: Bombardment Design
You keep using that word...MatGB wrote:ETA: a thought, troop pods subject to the colony upkeep modifier not the ship upkeep modifier?
https://github.com/mmoderau
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556
Re: Bombardment Design
Currently Troops can only invade an unshielded planet, which is a major difference to the 0.4 design plan. Also brining in a specific planetary damage value for weapons (as in the plan) would be good, so more specialism is possible.
I think Bio weapons should be the same as troops as far as planetary shields are concerned. If shields block troops they should also block bio weapons. That way many fixes or balancing done for invasions would also work for bio weapons.
I've never noticed that Bio Weapons only work on Organic species! There should be similar things for other types of species - maybe not all, but at least some.
It would be nice (or maybe evil!) if when you built bio weapons you could choose which species it was for. As an example I could build Bio weapons against humans, which could have reduced effect on all other organic species. It would also be good to have a weapon which works on say organic and phototropic (it could say in the description that it blocks some metabolic mechanism common to both) but which is less effective than something specific to Organics. If these weapons become a larger part of the game it would be good to be able to research different branches for organic, phototropic, robotic etc. Also a different defence would be required for each (like Genome bank). Also Genome bank should not be 100% effective - 75% would be better. Having something which completely negates all your research and fleet building efforts is very annoying!
I think Bio weapons should be the same as troops as far as planetary shields are concerned. If shields block troops they should also block bio weapons. That way many fixes or balancing done for invasions would also work for bio weapons.
I've never noticed that Bio Weapons only work on Organic species! There should be similar things for other types of species - maybe not all, but at least some.
It would be nice (or maybe evil!) if when you built bio weapons you could choose which species it was for. As an example I could build Bio weapons against humans, which could have reduced effect on all other organic species. It would also be good to have a weapon which works on say organic and phototropic (it could say in the description that it blocks some metabolic mechanism common to both) but which is less effective than something specific to Organics. If these weapons become a larger part of the game it would be good to be able to research different branches for organic, phototropic, robotic etc. Also a different defence would be required for each (like Genome bank). Also Genome bank should not be 100% effective - 75% would be better. Having something which completely negates all your research and fleet building efforts is very annoying!