Usage of Alien Fauna (Full Version)

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LORDPrometheus -> Usage of Alien Fauna (5/4/2021 4:45:00 PM)

Alien Fauna Is prolific across many of the world's played in Shadow Empire but other than adding flavor and new foes it often does not serve much purpose in game. As such I suggest an expansion to the utility and function of alien life.

1: active hunting: when you successfully kill alien fauna you gain food equal to the mass of the fauna killed and affected by the nutritional quality of the fauna. Full value= 100% good =80% etc. This allows for a new source of food income during games on more violent or life bearing worlds and gives the player another reason to clean up these creatures.

2: ranching: as an extension of the above for alien fauna with decent nutritional value it would be possible to farm them in a ranch building. The ranch would require a steady income of food but produce both food and a slow stream of credits (meat and hide being useful materials and possible luxuries after all). The player would be able to select what species they want to ranch and would need to capture or clone specimens to do so.

3: beasts of burden and war: humans have been using animals for work and war since the dawn of time it only makes sense we will continue to do so. As an extension of ranches you can breed trained alien fauna (provides they have cunning or another intelligence perk) for either bonus logistics off of road networks (as the fauna would be in their natural environment and move more efficiently) or as xeno cavalry which some factions other than the player can already utilize.

4. Gene modification: as an ultimate extension of this system you could potentially genetically modify your domesticated animals to be better livestock or mounts. This would likely require a new council or be done by the applied science council.




zgrssd -> RE: Usage of Alien Fauna (5/4/2021 7:17:46 PM)

quote:

1: active hunting: when you successfully kill alien fauna you gain food equal to the mass of the fauna killed and affected by the nutritional quality of the fauna. Full value= 100% good =80% etc. This allows for a new source of food income during games on more violent or life bearing worlds and gives the player another reason to clean up these creatures.

I am 80% sure that is already in the game. I think the food would be added to the unit stockpiles, where it is send back to the SHQ next turn. Or it might directly go to the SHQ.
But of course I can not find any mention of it in the Manual on the spot.

Note that the Survival Skill definitevly allows Soldiers under a OHQ and Citizens under a Governor to live off the land - it is called "Hunger Reduction". So they still prefer produced and delivered food.

quote:

2: ranching: as an extension of the above for alien fauna with decent nutritional value it would be possible to farm them in a ranch building. The ranch would require a steady income of food but produce both food and a slow stream of credits (meat and hide being useful materials and possible luxuries after all). The player would be able to select what species they want to ranch and would need to capture or clone specimens to do so.

3: beasts of burden and war: humans have been using animals for work and war since the dawn of time it only makes sense we will continue to do so. As an extension of ranches you can breed trained alien fauna (provides they have cunning or another intelligence perk) for either bonus logistics off of road networks (as the fauna would be in their natural environment and move more efficiently) or as xeno cavalry which some factions other than the player can already utilize.

I proposed both of those ideas as well.

The cavalry might be closer now that sentient aliens is a thing - just the question is how to balance the cost.
While the ranch should be mostly a reskin of the farm.




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