General discusion on new species and traits

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LienRag
Cosmic Dragon
Posts: 2148
Joined: Fri May 17, 2019 5:03 pm

Re: General discusion on new species and traits

#31 Post by LienRag »

Code: Select all

RADIATED_SHIP_SHIELDS
'''[[STANDARD_SHIP_SHIELDS]]

EffectsGroup
            description = "RADIATED_SHIP_SHIELD_DESC"
            scope = And [
                Source
                Ship
            ]
	    condition = And [ Planet InSystem id = Source.SystemID Planet type = Radiated ])
            effects = SetMaxShield value = Value + (1 * [[SHIP_SHIELD_FACTOR]])
'''
Would that work ?
I didn't test it since I suck at designing Species but I believe that it's easy to put as a Species trait without unbalancing it too much.
Of course it's better if it's not a Species that prefers Radiated planets, so as to encourage maneuver, not static defense.

Fluff would be ability to use the radiation re-emitted by the planet as an energy source for reinforcing shields.

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LienRag
Cosmic Dragon
Posts: 2148
Joined: Fri May 17, 2019 5:03 pm

Re: General discusion on new species and traits

#32 Post by LienRag »

Ophiuchus wrote: Sat May 30, 2020 5:51 pm It would be a waste to not use environment for distinctiveness.
Could there be a way to design generic traits for environments (not specific to species, specific to environments; each species will have its own traits but also gets some distinctiveness from the environment preferred) and generic traits for metabolisms ?

Not replacing Species traits, but as a base on top of which Species traits will build there own distinctiveness.

Like :
Swamp : + 20 to Planetary Stealth (hidden in the mud)
Ocean : + 20 to Buildings Stealth (on the Ocean floor)
Terran : + 10 % growth (due to biodiversity)
Desert : + 1 Meter growth (everything is the same)
Tundra : + 0,5 Influence (ice soothes the spirits)
Barren : + 1 Supply (no atmosphere to consume energy at reentry or take-off)
Radiated : + 1 Industry (cheap energy)
Inferno : + 3 Stability (fear of lava brings self-discipline)
Toxic : + 10 to Ship stealth (dense atmosphere)

And for metabolisms :
Lithic : +2 population but half growth
Robotic : + 10 Ship speed
Organic : - 2 Stability, Influence upkeep cost reduced by 10 %

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