New species trait: hull engineers
Moderator: Oberlus
Re: New species trait: hull engineers
Oh, also if repair mechanisms are entirely rewritten (right now advanced research makes drydocking obsolete, especially since Drydocks do not fully repair big ships), having another trait "good/bad repairmen" would be interesting too.
Re: New species trait: hull engineers
Only if we want to make it overly-complex and restrictive for players.
I would disagree, the flat and percentage boni are supposed to be the same proportions, so they are effectively the same.
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Re: New species trait: hull engineers
I'm hell bent for percentage bonus:
Small hulls are have less structure than big hulls but are also cheaper. So you can do many small ships or few big ships for roughly the same gain from the hull engineers trait.
It does not force the player to go for any specific hull line or size of ship within eace hull line. That is intended.
Small hulls are have less structure than big hulls but are also cheaper. So you can do many small ships or few big ships for roughly the same gain from the hull engineers trait.
It does not force the player to go for any specific hull line or size of ship within eace hull line. That is intended.
Re: New species trait: hull engineers
Indeed.
It can also be intended otherwise, provoking a different gameplay by encouraging different fleet designs in different games.
This is especially true for non-playable species I reckon (having a small bonus by collecting a Native specie and knowing beforehand that it will work better with a precise fleet composition strategy is a thing, being constrained in one's fleet design by the specie one starts with is a different thing and I agree it's not that interesting).
Also, flat boni would work very differently for Engineers and for Armorsmiths : for Engineers it would be a game-long nudge to use smaller ships, for Armorsmiths a balance change for a small portion of the game (inciting to make the most militarily of that portion of the game, which can be interesting for gameplay, but also not something very balanced for generic playable species).
I agree with labgnome's objection that tying pilot/engineering/fuel/shields/armor traits
to specific hull lines would be too constrained for generic playable species (though having some fringe species that one can play with if one wants to play a specific hull line may make for varied gameplay), but as above I think that this should be interesting for Native species.
It can also be intended otherwise, provoking a different gameplay by encouraging different fleet designs in different games.
This is especially true for non-playable species I reckon (having a small bonus by collecting a Native specie and knowing beforehand that it will work better with a precise fleet composition strategy is a thing, being constrained in one's fleet design by the specie one starts with is a different thing and I agree it's not that interesting).
Also, flat boni would work very differently for Engineers and for Armorsmiths : for Engineers it would be a game-long nudge to use smaller ships, for Armorsmiths a balance change for a small portion of the game (inciting to make the most militarily of that portion of the game, which can be interesting for gameplay, but also not something very balanced for generic playable species).
I agree with labgnome's objection that tying pilot/engineering/fuel/shields/armor traits
to specific hull lines would be too constrained for generic playable species (though having some fringe species that one can play with if one wants to play a specific hull line may make for varied gameplay), but as above I think that this should be interesting for Native species.
New Armoured Species
New species that increase armour, maybe called Ankylo after the Ankylosaurus dinosaur
New species increase armour on ships by 20% (Note this is an arbitrary number - devs may feel another amount is better), and maybe have good troops by 125% (taking into account Ugmors 150% and Egassem).
see viewtopic.php?f=6&t=12354&sid=d92190fc9 ... caef270afa
New species increase armour on ships by 20% (Note this is an arbitrary number - devs may feel another amount is better), and maybe have good troops by 125% (taking into account Ugmors 150% and Egassem).
see viewtopic.php?f=6&t=12354&sid=d92190fc9 ... caef270afa
Re: New species trait: hull engineers
Daybreak, I think what you suggest here (that I moved to this thread) is already covered by the suggestion in this thread.
Re: New species trait: hull engineers
true or nearly true. I did not want to make it as complicated, but by being a little more broader in the way you have implemented it, does allow for more varied species.
I give it my vote.