mensrea
Posts: 233
Joined: 5/23/2014 From: Pittsburgh Status: offline
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I will give the Eldar special engines then, rule out the wraithbone armor thing, give them a special ECM, and give them some unique fighters and bombers. I can do all that. Sadly I cant make point defenses target torpedoes or make torpedoes miss like railguns. I will give the Imperium some special armor and the Nova cannon. I could also cut them off from accessing engine tech beyond a certain point as well, but I want feedback from people on that. I can cut the Orks engine tech progression off, too. I can also limit their access to lasers. What this game would really need for Orks is a system that uses ranges of damage. For instance, almost everything Orky should be 1-100 or something, as they have such a high rate of failure but can also succeed wildly. The Heavy Gunz sounds like it would make a cool unique rail gun, so that's going in too. I cant make them ram people but I can make them emphasize ship boarding actions, which I will do. Regarding the torpedoes...I am considering just removing them. First off they have no basis in the lore, really. Secondly, I could just add short range missiles that are the same but don't need uranium to be built. To me it makes sense to have the missiles we have now, which have very long range and good bombard damage, alongside some short range missiles that fire faster and don't cost uranium. EDIT: Phocian has contributed a lot of new media to the project and has given the soundtrack a huge boost. The mod is now of a respectable filesize! Thanks man! EDIT AGAIN: Actually, I can give the Orks a special boarding system, so I will be doing that as well.
< Message edited by mensrea -- 7/3/2014 12:27:24 AM >
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