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Re: [glob2-devel] Race customization


From: Cyrille Dunant
Subject: Re: [glob2-devel] Race customization
Date: Mon, 14 Feb 2005 11:00:58 +0100
User-agent: KMail/1.7.92

Bon...

=== Negative characteristics ===

 - junk food
        Units loose HP when eating.
Not very interesting. For workers, nobody cares, because they aren't really a 
target.

makes a difference for warriors, but is easily offset with hospitals nearby 
food places. I forsee a grat deal of irritation when warriors first get 
healed and then eat.
 
 - weak warriors
        Warriors loose HP corresponding to target armor.

naaa. Better to introduce piercing damage. and cap the armors of weak 
warriors.

 
  - anorexic workers
        Workers have half of normal HP. 

still no good: workers are still not a target. To solve that problem, 
introduce raiding areas. like a generalised war flag which attracts warriors 
in proportion of what is raided.

 - blind specie
        Can't produce explorers

Good. interesting. affects gameplay. 


You may want to add:

 - slow builders. a fixed amount of time is added for the construction of any 
building.

 - slow workers. the worker speed is capped at lev 1.

 - technophobe. 3 _random_ building (of max lev) are not available for this 
game, and 2 at level 2. you are told at beginning of play which they are.

 - glutons. food need are increased by 50%.

 - traitors. some units randomly swap sides. 

=== Positive characteristics ===

 - piercing eyes
        Units see at a distance of 4 (instead of 1).

probably more powerful than you think. especially for warriors. Good.
 
 - aquatic specie
       Units can swim at level 0.

Good.
 
 - library rat
      Workers begin at science level 1.

potentially too powerful at beginning. better have school 0 become school 1 -> 
no rush, but bonus towards prestige and tech ++ ;
 
 - carapace
      All units have an armor bonus.

Why not. not very creative, but good.
 
 - blood lust
      Warriors have double attack speed.

beware the inbalance !
 
 - cloaked scouts
      Enemy can't see explorers. 

completely pointless : you can't do anything about scouts anyway.

you may want to add:

 - technophile: 2 random buildings start at lev 1.

 - good accounting: costs are reduced by one. (under capped at 1, of course)

 - desert species: food needs are reduced by 30%.

 ADDITIONAL NOTES

you may want to have two levels for each advantage/disadvantage, for ex vision 
at 2/vision at 4. perhaps the grater advantage can be reached from the lower 
when a school of max level is built.

A+

 -- CFD

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