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23 Jul 2014, 17:51
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#1
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Awesome
Join Date: May 2005
Location: The Hague
Posts: 291
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Changes to race characteristics
At this point there barely is any diversity in the races you choose at the start of the round. I have the following suggestions in mind to make the races a bit more diverse.
Terran (Ter) - Default race
+ great on constructions, production speed
+/- higher alert after the etd split off
- low stealth, research, bad at trading (unlike the etd who distanced themselves)
Max Stealth: 60 (-5)
Stealth Growth/Tick: 5 (-1)
Base Construction Units: 130 (+5)
Base Research Points: 90 (-15)
Production speed bonus: 15% (+5%)
Universe Trade Tax: 25%
Alert bonus: +7% (+7%) Cathaar (Cat) - EMP
+ superior on researching, great salvage and an above avarage alert level
+/- stealth and uni trading tax is 'ok'
- bad at constructions
Max Stealth: 70
Stealth Growth/Tick: 10
Base Construction Units: 90
Base Research Points: 135 (+10)
Salvage bonus: 40%
Universe Trade Tax: 15% (-10%)
Alert bonus: +10% (+10%) Xandathrii (Xan) - Cloak
+ superior on stealth and alert because of their cloak technology
+/- trading tax is 'ok', they might even be cheating during trading
- bad at constructions & research
Max Stealth: 80 (+15)
Stealth Growth/Tick: 10 (+6)
Base Construction Units: 100 (-10)
Base Research Points: 95
Production bonus: 0% (-10%)
Universe Trade Tax: 10% (-15%)
Alert bonus: +20% (+20%) Zikonian (Zik) - Stealing pirates!
+ they are good on research, they learned how to salvage technology during stealing so increased their salvage during battles, also decent with trading tax
+/- ok stealth
- Not so great on constructing
Max Stealth: 80 (+5)
Stealth Growth/Tick: 8 (+2)
Base Construction Units: 95 (-5)
Base Research Points: 115 (+10)
Production bonus: 0% (-20%)
Universe Trade Tax: 15% (-10%)
Salvage bonus: 20% (+20%) Eitraides (Etd) - Masters of trade / politics
+ masters of trade, able to trade without penatly. Above avg constructing (learned from terrans).
- Not so great with stealth and alert (as traders they have little interest)
Max Stealth: 65 (-10)
Stealth Growth/Tick: 5 (-1)
Base Construction Units: 115
Base Research Points: 105 (+5)
Universe Trade Tax: 0% (-5%)
Salvage bonus: 5% (+5%)
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Apprime PR - taking away ur problems since 2008
Last edited by Cain; 24 Jul 2014 at 10:52.
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23 Jul 2014, 17:57
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#2
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Registered User
Join Date: Jan 2010
Posts: 1,038
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Re: Changes to race characteristics
looks good
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Did some stuff, played here n there done just about all there is to do
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23 Jul 2014, 19:16
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#3
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Registered User
Join Date: Mar 2013
Posts: 517
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Re: Changes to race characteristics
Good changes based on each race characteristics. I always wondered why Xan was so bad on stealth. I think Etd Con units was already on good value and could remain 115. All the other changes seem pretty fair.
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mxy
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23 Jul 2014, 20:09
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#4
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Valle is my hero
Join Date: Mar 2010
Posts: 2,581
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Re: Changes to race characteristics
I like it in general, it leads on from my thread in strategic discussions yesterday. I dont agree on Xan alert tho, high stealth doesnt nessecarily mean high alert. Also ETD should get a higher StartUp bonus (they have traded to accquire it) and lower their base Res/Con is they are a trader race they will accquire there research especially not be skilled at it themselves/
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23 Jul 2014, 21:25
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#5
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☆ ♥
Join Date: Jan 2003
Posts: 3,489
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Re: Changes to race characteristics
Great idea pal, keep it up
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23 Jul 2014, 22:08
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#6
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The brother of Spammer
Join Date: Jun 2005
Location: Paisley - Scotland
Posts: 2,352
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Re: Changes to race characteristics
aye looks good
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Missing Subh (r15-r18)
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23 Jul 2014, 22:43
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#7
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Awesome
Join Date: May 2005
Location: The Hague
Posts: 291
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Re: Changes to race characteristics
slightly nerfed etd research, leaving the cons points as they are 'related' to the terrans. Was thinking to have the xans with high alert as well since they will be the best cov op planets. Cause of the experience this gives them they know very well how to stop cov ops against them. That was the idea behind it atleast..
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Apprime PR - taking away ur problems since 2008
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24 Jul 2014, 09:10
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#8
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Registered User
Join Date: Jan 2010
Posts: 1,038
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Re: Changes to race characteristics
maybe we could trial this in havoc where theres still a decent player base and it doesn't impact on the actual round?
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Did some stuff, played here n there done just about all there is to do
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24 Jul 2014, 09:38
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#9
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Changes to race characteristics
Looks like more of the same, to be honest. I guess it doesn't hurt to change things around from time to time. *shrug*
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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24 Jul 2014, 10:36
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#10
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Registered User
Join Date: Feb 2011
Posts: 477
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Re: Changes to race characteristics
Cant really see how this is more diversity than now, apart from cat being even more the research race (which is frankly quite diverse already)
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24 Jul 2014, 10:57
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#11
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Awesome
Join Date: May 2005
Location: The Hague
Posts: 291
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Re: Changes to race characteristics
It's only small changes i fully agree, it does give each race a little more specific strength's and weaknesses tho compared to the old situation.
Ter : best construction builders
Cath : best researchers
Xan : best covop
Zik : good cov, salvage bonus
Etd : best traders, good cons
The amount of changes you can make are limited, the changes are supposed to be quick and easy to do for the pa team. The suggested alert bonus i suggested is already problematic to implement so might have to be removed.
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Apprime PR - taking away ur problems since 2008
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