Darsnan
Emperor
- Joined
- Sep 12, 2007
- Messages
- 1,315
The only remaining "fantasy" name, really, would be the Troll. I'm open to suggestions on changing that, but it has to still fit the unit's abilities: something that's VERY hard to kill, and is a great defender (and not just in cities), someone you can stick in a choke point and have then be practically impossible to move.
"Hedgehog" defense: http://en.wikipedia.org/wiki/Hedgehog_defence
Also, "Wolverine" might infer having more teeth to it (haha).
A sci-fi possibility would be the Pak; after all, they WERE basically "upgraded" humans that were much harder to kill and were seen primarily as defenders (hence the "Protector" name). But that'd mean not using a "troll with a minigun" animation, if I can find one.
Tarth (from the computer game Deadlock) do look like a troll, and they carried what amounted to a minigun (or mini-cannon), and they were (compared to the other races in Deadlock) darned hard to kill. Star Trek's Gorn also come to mind, but of course they were notoriously slow.
On to a different note, I have a question for anyone who's still reading at this point. Tech progression. I HATE that in the core game, once you get to the later eras you're getting a new tech every 3-4 turns; it's way too fast, and it makes some units become obsolete faster than you can build them. Some of this can be blamed on ICS, but some is just inherent to the multipliers involved stacking to ridiculous levels (notice the Research lab was +100%? That's why I dropped it to +50%.)
If you look at the Technologies post above, you'll notice that the tech costs ramp up pretty significantly, but I have very few buildings that add research (Fusion Lab, Quantum Lab). So in those later eras, this'd slow down naturally; my goal is that by the late Fusion Era you're taking ~10 turns per tech, even with a large empire. This might require making Great Scientists obsolete, for balance reasons...
So the question is, do I need to re-price all of the Industrial and Modern techs as well, making them more expensive? (This'd also make me reprice the Digital Era techs as well.) Or can anyone think of other ways to balance it, like reducing the benefits of research buildings or lowering the base research rate from population?
A brute force approach might be to add more "dummy techs" in between the vital ones - that way someone would have to research several techs before getting to the good stuff. This would emulate SMAC's and GalCiv 2's approach in this area.
So now my question becomes "who is your target audience for this mod?". I think there is going to be an extremely small slice of the community who will want to (or need to) utilize this whole new set of eras your creating. However I could be wrong here, so thought I would ask and see what your perspective is on this. Personally speaking, I am extremely interested, as I play exclusively in the Modern and Future eras, so an expansion here is most definately something that I am willing to help out in.
D