[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
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
pgplf14PQepK6.pgp
Description: PGP signature