Indeed. It could work with +10 speed per trait level, so a bad speed species would have asteroid speed 50 and energy hull speed 110, and a great speed species would be 80 and 140 respectively. This means the effect is much stronger on the slower hulls so bad species would have an incentive to go for organic/energy hulls and good species could find interesting to go for asteroids and robos.Ophiuchus wrote: ↑Thu Feb 06, 2020 2:06 pmOne interesting map-interacting trait could be of ship speed upgrades. Having ships for covering a larger part of border, or outrunning same-tech enemies, or faster close-to-supply exploration, or faster to deploy ships from your shipyards. Would be nice for species which can build ships but can not colonize elsewhere (e.g. acirema).
Could be categorized as exploration/logistics - also interacting with combat (vs pilot,fuel,armour,shields) and invasion (vs troops,fuel,armour).
Alternatively, it could be based on a percentage of the hull's base speed: 20%, so:
|Base speed||Inc. per level|