Author Topic: THEORYCRAFT: Wierd Races  (Read 3181 times)

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Offline Rabid_Cog (OP)

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Re: THEORYCRAFT: Wierd Races
« Reply #15 on: July 24, 2012, 03:52:27 AM »
Bio missile is an awesome idea, and could be a way to do the ship and ground unit takeovers. Perhaps partial takeovers for balance sake? For example, fire missile at ship with hole in armor and the game reduces the defense strength of the ship against boarders and creates a small boarding party on the ship. Taking over a ship this way should be very tricky, though. Remember, ships have airtight bulkheads that could very much limit the extent of the spread of the biological agent.

Yes, your homeworld would be a world on which you assimilated the natural inhabitants, but that is the point. All of the natural inhabitants would already have been assimilated, otherwise another race would have to be created on the same planet.

If they did land on earth with no military, then yes. I do see the invading population wiped out by defending ground troops in relatively short order. However, that is not to say that it would not be POSSIBLE to grow faster than the troops can kill you, especially if the planet is somewhat undefended. In the end, you would still have to land ground troops to clear out the enemy's military, but if you steal structures as you steal population, then things could get interesting.

Redshirt, you are probably right with regards to the racial genetic research. Forcing the race to undergo genetic mutation to be able to take new hosts seems as if would completely neuter the primary capability of the race, however, especially considering their already weak research. A new tech tree being created as soon as a 'sample' of a race is obtained (lifepods, espionage team, invasion, etc) that governs conversion speed of that race sounds like a good idea. It could shore up the rather anemic genetics research subsection. I would leave a base conversion speed, however, just for balance. And for the sake of simplicity, machine races should not be immune. We can say they use their covert skills to reprogram the computers or something.

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Offline Rabid_Cog (OP)

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Re: THEORYCRAFT: Wierd Races
« Reply #16 on: July 24, 2012, 04:05:05 AM »
Cyborg Race

The idea here is for a race must consume TN minerals to support its populations, or they are considered overpopulated. As you can imagine, this is a pretty harsh requirement, considering TN minerals are used for so many other things. Of course, they are better at mining to offset this problem. In addition, cyborgs are a bit more tolerant to environmental conditions and are far hardier against radiation.

Their greatest strength lies in their ability to still think creatively using their biological parts, while having the increased practical efficiency of a machine. The result is that their research has no penalties, in fact getting a bonus to construction/production technologies.

Perks:
Increased mining efficiency.
Halved radiation effects.
Increased 'breathable' atmosphere zone.
RP bonus to construction/production technologies.

Penalties:
Population eats TN minerals. Amount depends on size (shouldn't be prohibitive).
Failure to provide sufficient minerals makes a planet "overpopulated".
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Offline Thiosk

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Re: THEORYCRAFT: Wierd Races
« Reply #17 on: July 25, 2012, 01:01:21 AM »
Plant race.

Locates suitable world, then crashes spore pod into it.  Planet embarks on pre-determined development path, entirely devoted to sprouting, absorbing the resources, then releasing additional spore pods.  Controlled worlds create enormous fleets as they are able to grow stalks to high altitude, and then pop ships off almost directly into orbit.

Advantages: Very high defense of a planet.  You really have to glass the place a few dozen times just to kill off the surface organism, and it can sprout back.
High rate of ship production, able to support large fleets
Seeding mechanic makes defense against plant invasion difficult

Disadvantages: Horrendously slow rate of technological advancement, which must progress by evolution.  New abilities and weapons are hard to come by, and the plant can only compensate by growing bigger ships.
Takes a long time to bootstrap a planet-- a newer planet is not able to defend itself, and no shipyards may be towed-- it is reliant on protection by the seed fleet.
Incapable of colonizing planets outside a minimimum habitable distance, but happy to rip open habitats of squishier races on squishier planets.
« Last Edit: July 25, 2012, 01:35:04 AM by Thiosk »
 

Offline Rabid_Cog (OP)

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Re: THEORYCRAFT: Wierd Races
« Reply #18 on: July 27, 2012, 11:02:42 AM »
The plant race is nice, but we have to think a bit how it would mesh with current aurora mechanics. Current races have the restriction that unless you already have some sort of construction capacity, you cannot increase your construction capacity. The plant race's mechanic could be that they bypass this restriction. How about this?

Perks:
Instead of shipping colonists, you have a ship that carries a 'spore pod' that you crash into a planet (ship is consumed) dropping off a base population. You can drop off as many as you like.
Each population has a ground attack/defence based on population size (more defence than offence).
Each population has a construction rate based on population size (can still build factories as normal).
Each population has a mining rate based on population size (can still build mines/automated mines as normal).
Each population has a shipyard capacity/construction rate based on population size (CANNOT build shipyards normally).
Unused construction points increase population growth.
Increased genetics research.
Every planet is treated as if it has +200 infrastructure to determine max population.

Penalties:
Cannot transport any facilities besides automated mines/mass drivers/infrastructure.
Cannot transport population.
Low base growth rate.
Low RP generation rate (except for genetics).
No normal ground units.

Edit: I can see what you were trying to do, creating a 'hands off' race with colonies that don't need much micromanagement. This seems like the best way to achieve that.
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Shameless plug for my own Aurora story game:
5.6 part: http://aurora2.pentarch.org/index.php/topic,4988.0.html
6.2 part: http://aurora2.pentarch.org/index.php/topic,5906.0.html

Feel free to post comments!
http://aurora2.pentarch.org/index.php/topic,5452.0.html