Proposals for New Ships and
Series
Player Proposals
For New Ship types
What is more fun than dreaming up
new types of ships for a version that doesn't even exist yet, and may
never? Here are some proposals by other players. the first couple, I
cannot remember the name of the empire that made the suggestion, so
unfotunately, I cannot give credit to that player for the idea.
Super DoomsDay
In 3.0 + doomsdays not only make a system unusable an uninhabitable,
but completely erase the system from the map. They could work just like
builders, the more resources the planet has, the higher br and/or number
of doomsdays are required to destroy the system. The doomsdays, and
any other ships in the systems are destroyed in the process, all the
links to the system are erased and the system no longer exists on the
map.
Credit: Unknown
Comments: This could allow someone to turn themselves into an island
before any of the players could find the player. Since engineers could
not sense unexplored links, it would be very difficult and tedious to
find a player who did this.
Ship that Fights while Invisible
This ship sounds very similiar to a cloaker, except that it fights any
enemy ship it comes into contact with, and can even nuke, while being
completely invisble to the other players. It could do this for only
as many turns as it has br, then must "surface" for awhile
before being able to become invisible again. Think of a submarine.
Credit: Unknown
Comments: Might be a little to powerful, and seems to make a cloaker
redundant. Perhaps cloakers can "see" this ship w/o having
to fight it. This ship would have to fight any enemy ship in the enemy
system, to keep it fair. This ship would not be able to slip through
defenses like a cloaker, nor wait/travel for a long time before becoming
visible.
Glowing Planet Icon
The turn after a planet is nuked, the planet appears as a glowing hot
fireball. The turn after, it looks like a uncolonized planet again.
Credit: Carcinogen
Comments: Nice touch that would not change gameplay whatsoever. Still
would be able to set colonies to colonize the turn after the nuke. The
only question. What happens after a troop trick?
Interdictor Cruiser (like in
Star Wars)
These
would be place around your HW in the adjacent planets and anyone attempting
to jump into your HW would find the jump interupted and would end up
in the system with the interdictor. also as long as the interdictor
is alive no ship can leave the system with the interdictor ship in it.
This could be usefull when trying to stop a good dancer from running
around with his fleet until he has repaired and reinforced it enough
to go head to head with you.
It could also keep thoes darn Carriers in one place until you finally
destroy them all.
Credit: Nukebb - Post
# 2222 on the Yahoo SC Club
Comments: You can never go wrong with limiting jumpgates somehow! This
would lead to some interesting strategies, especialy where no ships
could leave the system till the cruiser was destroyed. Could freeze
cloakers and stormer's suggested 'jumpships' as well.
Series Proposals
These are proposal for
new series based on existing 2.9 and/or 3.0 versions. If you have an
interesting idea for a series that does not exist, let me know
This
series has been implemented at Stargate!
Cloak and Dagger - A Backstabber's and Cloaker Fanatics Delight!Attacks
are not developed and are replaced with cloakers
Players will have to learn and use every cloaker trick in the book!
Unavailable techs - attack, jumpgate
(jumpgates seem to make many cloaker tactics obsolete since it is possibe
to gate in sweepers!)
restricted techs - morpher, engineer,
sweeper, and minefield
No. of resticted techs - 2 - with
2 trade ins
Predeveloped Techs - Colonies, Cloakers,
and Sciences
Tech development - 1.0 Low tech
to make the game more about cloaker strategy than anything else
Diplomacy - Truce only - You better
be pretty trusting or invest in engineers! surrender -yes draw - no
(there is only one winner in this game!)
Everything else will be a standard
3.x game Perhaps 8-10 systems per player
You Can Sweep When Your Dead
- Flash back to 'Nam with mines everywhere as a predeveloped tech, but
minesweepers are unavailable! The catch is that there is a Max Ag of
1.5, so no mine poping here!
Unavailable techs - Minesweeper
Resticted techs - none
Predeveloped techs - colonies, science,
attack and minefields
Tech Development 2.0
Max Ag - 1.5
Unlimited jumpgate range and morphers
don't cost anymore than sciences, colonies etc - Mines can be offensive
too!
Diplomacy - This would work well
as any type of game. I would prefer blood, but I always prefer bloods
to alliance games
Neandrathal Classic - I don't
know if the code would make this possible or not, but it would be so
cool if it could be!
Initial tech would be 25.0 and the the tech development would be 1.0
then subtract the development by 1 This means that if you did not build,
nor have any ships to mantain, your tech development would be a big
fat 0. If you built anything at all or had any ships running, your tech
development would be negative. The idea would be that your tech is continously
regressing back towards the stone age! Thee would be some interestin
choices to make - do you pick all 5 of your techs on turn 0 so you get
all 5 selections, or do you wait and lose at least one tech selection
the turn after you build anything. Do you overbuild a big, fat fleet
at br 5, or do you get some econ first, then try to dominate at br4.
Or do you wait a little while and emerge at br 4 while everyone else
is now stuck at br3 or even br 2?
It would be a race to "insufficient
tech to build"! Players would need to overbuild right before the
slipped into the lower tech selection, and try to avoid being the first
player to be only able to build at br 1, or worse, not at all. If you
have less than a tech development of 1, you must keep any ships you
have left, running for as long as you can... as your people leave their
cities, for huts, then the huts for caves and exchange their exotic
weaponry for rocks and clubs!
This would be a game where players
could be forced to draw when no one can build. Or one player manages
to nuke everyone left with his underfueled br 1 fleet at the end of
the game. Ugh, Ugh! Kill the monkeymen!
This would have to be a blood
of course!
If you have any comments on these
proposals or any new ones yourself... give me an e-mail.