Shard
2008-06-18 17:43:24 UTC
It might just be me, but I think the University Alliance are just a
bit bland at the moment. They are supposed to be 'Mad Scientists',
but I don't think that feeling really comes through strongly enough.
As a bit of a mad scientist myself(!), I've come up with a few ideas
to spice up (and also power up) the UA a little bit - a project I call
'buffing up up the boffins!'. A lot of these ideas are tech related.
(I'm not the race creator btw, I'm just throwing a few ideas out for
discussion.)
In no particular order:
* A 10% chance of 'discovering' a free tech upgrade each turn.
Randomly chosen from those tech upgrades that have *not* been selected
for payment (and may be completely useless - but we're talking about
randomly mad geniuses at work here). Discovered tech is free and
gives a mild happiness boost (2 points) to every base as the
scientists take time out of their busy schedule in order to celebrate
with a screening of 'Revenge of the Nerds'. You need at least one
tech institute in your empire for this to happen at all. Every five
tech institutes you have increase the chance of this happening by 1%
(rounded down, 5 needed for each extra percentage point), up to a 15%
maximum chance (25 tech institutes).
* A small chance of discovering a random exotic tech (with the
exception of the various 'Propgandas'). Say one in fifty chance each
turn. Tech is 'paid for' and needs no maintenance, but can be turned
off if not required. Yes, this could include an Omega or Shokazul
Pulse. Bad mad scientists. You need at least one tech institute
somewhere in your empire for this to happen at all. This random
discovery may or may not be a cause for celebration, so no automatic
happiness boost this time, and no chance of increasing the odds
either.
* A discount on the B and C levels of some of the exotic techs once
the A form has been purchased (not including weapons related exotic
tech). The boffins are very clever at figuring out how things work
and reverse engineering, so subsequent discoveries are cheaper - i.e.
upgraded versions keep the same upkeep costs but have half of the
normal startup purchase cost. Techs affected: Agnonic Emitter B and
C, Jammer ECM B, Plasma Manifold B, Stage 2 Pod Kicker B and C,
Tachnor Sensor Array B and C, Tank-O-Tronic Cloning System B and C.
Discount is only available once the A form has been purchased.
* A 'boffin special' for UA armor - all UA armor is Electrostatic
Ablative Armor. Electrostatic = provides resistance to armor arc -
the resistance is based on the percentage of armor remaining, i.e. 1%
armor = 1% chance of negating an armor arc, 100% armor = 100% chance
of negating an armor arc, therefore UA ships will have complete
resistance to Ion Cannons and Ionic Gun Arrays even when their shields
have gone - at least until their armor starts to be reduced. Ablative
= takes half the normal armor damage from most large and small
weapons, with two exceptions - it takes double normal armor damage
from Particle Cannon Large Weapons and Positron Cannon Small Weapons
(these charged particles interfere with the electrostatic nature of
the armor and cause extra damage). These bonuses and penalties apply
before exotic tech bonuses are applied. UA ships don't get much Armor
(max 800), but it's pretty neat stuff.
* Half the chance of a BOOM when overcharging their large weapons, as
long as there are at least two High Guard Mad Scientists on board (one
to change the bulb and the other to work the switch and offer helpful
advice). Suits both the 'Mad' and 'Scientist' bit ;). (Side note: I
think that the Feds should get this too... Kirk and Scotty working in
tandem).
I hope none of this is majorly unbalancing and also that it will help
to add a bit more mad scientist flavour to the Barmy Boffins. Anyone
have any thoughts about these ideas, and are there any more
suggestions?
bit bland at the moment. They are supposed to be 'Mad Scientists',
but I don't think that feeling really comes through strongly enough.
As a bit of a mad scientist myself(!), I've come up with a few ideas
to spice up (and also power up) the UA a little bit - a project I call
'buffing up up the boffins!'. A lot of these ideas are tech related.
(I'm not the race creator btw, I'm just throwing a few ideas out for
discussion.)
In no particular order:
* A 10% chance of 'discovering' a free tech upgrade each turn.
Randomly chosen from those tech upgrades that have *not* been selected
for payment (and may be completely useless - but we're talking about
randomly mad geniuses at work here). Discovered tech is free and
gives a mild happiness boost (2 points) to every base as the
scientists take time out of their busy schedule in order to celebrate
with a screening of 'Revenge of the Nerds'. You need at least one
tech institute in your empire for this to happen at all. Every five
tech institutes you have increase the chance of this happening by 1%
(rounded down, 5 needed for each extra percentage point), up to a 15%
maximum chance (25 tech institutes).
* A small chance of discovering a random exotic tech (with the
exception of the various 'Propgandas'). Say one in fifty chance each
turn. Tech is 'paid for' and needs no maintenance, but can be turned
off if not required. Yes, this could include an Omega or Shokazul
Pulse. Bad mad scientists. You need at least one tech institute
somewhere in your empire for this to happen at all. This random
discovery may or may not be a cause for celebration, so no automatic
happiness boost this time, and no chance of increasing the odds
either.
* A discount on the B and C levels of some of the exotic techs once
the A form has been purchased (not including weapons related exotic
tech). The boffins are very clever at figuring out how things work
and reverse engineering, so subsequent discoveries are cheaper - i.e.
upgraded versions keep the same upkeep costs but have half of the
normal startup purchase cost. Techs affected: Agnonic Emitter B and
C, Jammer ECM B, Plasma Manifold B, Stage 2 Pod Kicker B and C,
Tachnor Sensor Array B and C, Tank-O-Tronic Cloning System B and C.
Discount is only available once the A form has been purchased.
* A 'boffin special' for UA armor - all UA armor is Electrostatic
Ablative Armor. Electrostatic = provides resistance to armor arc -
the resistance is based on the percentage of armor remaining, i.e. 1%
armor = 1% chance of negating an armor arc, 100% armor = 100% chance
of negating an armor arc, therefore UA ships will have complete
resistance to Ion Cannons and Ionic Gun Arrays even when their shields
have gone - at least until their armor starts to be reduced. Ablative
= takes half the normal armor damage from most large and small
weapons, with two exceptions - it takes double normal armor damage
from Particle Cannon Large Weapons and Positron Cannon Small Weapons
(these charged particles interfere with the electrostatic nature of
the armor and cause extra damage). These bonuses and penalties apply
before exotic tech bonuses are applied. UA ships don't get much Armor
(max 800), but it's pretty neat stuff.
* Half the chance of a BOOM when overcharging their large weapons, as
long as there are at least two High Guard Mad Scientists on board (one
to change the bulb and the other to work the switch and offer helpful
advice). Suits both the 'Mad' and 'Scientist' bit ;). (Side note: I
think that the Feds should get this too... Kirk and Scotty working in
tandem).
I hope none of this is majorly unbalancing and also that it will help
to add a bit more mad scientist flavour to the Barmy Boffins. Anyone
have any thoughts about these ideas, and are there any more
suggestions?