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New Race Idea

Started by Requiem · 07/09/2011 · 05:09 PM · 36 replies · 1 read
R RequiemOP
Alien race: ZEALOTS

The Zealots love cookies. They love making CGs even more. Because chemicals tend to erode cookies, the Zealots hate em, and thus have perfected their chemical shields over the centuries. They love cookies so much they`ve even implemented them into their many of their ship weaponry, resulting in a very kinetic-specialized fleet of ships.

Empire death
Bankcrupcy - when unable to repay debt

Alien attributes
Difficulty Setting Medium
Maximum colony 12
Exploration Yes
Enslave Yes
Research Yes
Missions Yes

Race modifiers
Tax from population - 80 %
Agriculture yield - 75 %
Tax from Commercial - 75 %
Industry efficiency
(Industry efficiency) + 700 %
Demand for goods + 100 %
Infrastructure Maintenance - 80 %
Plundering colonies - 75 %
Mineral Generation - 20 %

_________________
BASIC SHIP DESIGNS
--------------------------

***
Z.ChocoChip Fighter
Weapon 40
Energy Damage 0
Kinetic Damage 40
Missile Damage 0
Chemical Damage 0
Hull 150
Range 2
Power rating 120

1 turn produces 150.0

Defense Modifier
Energy Shield + 10 %
Absorption Shield - 20 %
ECM - 15 %
Ionized Hull + 85 %
***

***
Z.Oreo Corvette
Weapon 80
Energy Damage 0
Kinetic Damage 60
Missile Damage 20
Chemical Damage 0
Hull 500
Range 4
Power rating 240

1 turn produces 75.0

Defense Modifier
Energy Shield - 15 %
Absorption Shield - 20 %
ECM + 25 %
Ionized Hull + 75 %
***

***
Z.SoftBaked Frigate
Weapon 200
Energy Damage 0
Kinetic Damage 200
Missile Damage 0
Chemical Damage 0
Hull 400
Range 6
Power rating 350

1 turn produces 60.0

Defense Modifier
Energy Shield + 30 %
Absorption Shield + 30 %
ECM - 25 %
Ionized Hull + 60 %
***
W warmonger11
2nd perfect should be "protect", when i get on a soapbox i type faster than i think
W warmonger11
"chemicals tend to erode cookies" seriously? what chemicals erode your cookies? 409? windex? milk?

cookies are prone to over baking, give them energy shields
cookies crumble easily, give them kinetic shields

yet these people have found a way to fire their favorite items that they spent centuries perfecting technology to perfect at their enemies in some form of cookie gun?

i try not to be this confrontational but this is perhaps the worst idea i think ive ever seen put forward in this game, ever
W warmonger11
plus, all of these ships are cookie cutters of each other (har har), terrans have T and P class, miners have M and G, colls have R and H, guards have G L and K, maru has _ and D, etc, why does every ship suggested have the exact same feel? the whole race is unnecessary and kitsch
W warmonger11
when you say independance, do you mean they dont have to buy or sell?

if you mean buy, comm terran still needs to buy food/CGs (unless you kill your pop) /minerals to play the game

if you mean sell, then i would say that (using algebra) it can be shown that EVERY other feasible style of income for terrans makes more money if you can find it in you to wait the 20 minutes for the market to clear

the advantage to commercial is that newbs dont need to worry about a negative income and can easily see debt coming. i cant speak to ultra cause RT keeps me occupied and i never found turn based servers that interesting


furthermore, for miners, tax, minerals, and CGs are all viable incomes, decreasing in that order, so why do we have mineral miners if tax always wins? similarly, terrans make more money as tax, then agri/CG, then commercial, so why do we not see every terran as tax also? just because something is the best doesnt mean the others should be rejected and we should imagine up a whole new race to cater to the big number lovers


heres a "few" numbers to illustrate the point; 0 lvls of infra, disregard u class for now (ferts and larges balance each other out barring 1000 gordos)
1 commercial makes 5 creds per turn, terrans have no bonus, so 5 creds per turn
1 industry makes 1 CG per turn, terrans make +50%, thats 1.5 CGs per turn, market value is 6 creds per land
1 agriculture makes 1 food, +20% means 1.2 food per land, if food sells at 5 (which it does now unless you want to wait a day for the trillions at 6 to flow through the market) then you make 6 creds per turn
tax is complicated but ill agree that its the best if there are a steady supply of cheap food (yes) and CGs (no)

being a CG miner is harder to justify, but if you realize that you ONLY need enough money to fund your fleet than you can imagine being a CG miner, if you want more more more, then perhaps minerals or tax is for you
R RequiemOP
warmonger, don`t look down on others, we`ve been playing just as long, if not longer than you. To say "you are all wrong about CG terrans" is immature and childish. we know what we`re talking about, there`s a good reason why there`s a lack of CGs in the market, that`s because for all races, CG creation is hardly the best form of income atm. And commercial terran is far from the worse, its strength lies in exactly what Crack said, independence from the market.
C Crack
We know bout terrans.. Do you know that blah was comm terran and its a major factor in him going through successive uw and completing his own in ultra server.. Comm terran SURVIVEs even when the chips are down.. Land area and research level plays a part..
W warmonger11
sigh... you are all wrong about CG terrans and i would love to explain but ill need more than 2000 characters, give me a week to get my fed`s site up and running and ill explain fully

in brief:
tax terran - makes money through CG demand, when no CGs, no money (possibly even negative income)
comm terran - worst of all 4 styles
cigi terran - competitive with agri terran when food is cheap
agri terran - best option when food is expensive
R RequiemOP
haha of course. the names were just for fun. Actual names and race background would be something along the lines of Z.Ziggurat Destroyer etc. If there is a serious consideration of this idea, then yes i shall be serious about it. but till then, cookies <3
C Crack
I wouldnt want the name of the race and ships though.. I feel it more as a pun.. U should research more on nicer yet fighting names..
R RequiemOP
crack hit the nail on the head. my thoughts exactly.
C Crack
Out of 50 terrans.. Maybe 4 or less will make cg.. Due to terran various mode of income.. They will normally either agri, commerce or tax..

Look at this another way.. Another race who eats food and making cgs.. Theres cgs on the market and some agri might try and stick with the race..

Eg.. 3 terran and 3 aminer change to this race.. U will get a lot of cgs.. Less chance to wail and complain bout the lack of cgs.. But knowing spacefed, i believe ya all will find a way to whine..

:)
W warmonger11
if food sells at 6 or less, CGs make terrans more money

You used up 43 turn(s) Credit +2,683,912 Food -150,113 Goods +9,170,694 Bonus + 134,196

im a 2 day old terran empire
T ThEpAkIsTaNiEmPirE
Looking at the idea seriously, I think its wonderful in the light of GOODS PRODUCTION. We can make this whole race detected to goods, People will become this empire for the sake of trying out a new race, and in return we will reap off the benefits of flooded goods market. Though A.miner "CAN": be used for industry, but the problem is people do not like the play style. With an addition of a new race people will actually think about playing this race for the sake of playing another race, you know what i mean ? But ofcourse like everything it requires stephen. We should just make a remake of this game.
A Apollo
sooooooo hungry
R Rotkaeppchen
i like the cookie monster :P
R RequiemOP
MORE ROUGH SHIP DESIGNS:

***
Z.Chewy Destroyer
Weapon 900
Energy Damage 500
Kinetic Damage 400
Missile Damage 0
Chemical Damage 0
Hull 1000
Range 8
Power rating 1100

1 turn produces 15.0

Defense Modifier
Energy Shield - 10 %
Absorption Shield + 50 %
ECM - 10 %
Ionized Hull + 25 %

NO RETAL
***

***
Z.Crumbly Destroyer
Weapon 600
Energy Damage 0
Kinetic Damage 200
Missile Damage 400
Chemical Damage 0
Hull 2500
Range 9
Power rating 1200

1 turn produces 12.0

Defense Modifier
Energy Shield - 20 %
Absorption Shield + 45 %
ECM - 25 %
Ionized Hull + 50 %

NO RETAL
***

***
Z.MrsFields Cruiser
Weapon 1000
Energy Damage 400
Kinetic Damage 600
Missile Damage 0
Chemical Damage 0
Hull 3500
Range 8
Power rating 2000

1 turn produces 10.0

Defense Modifier
Energy Shield + 50 %
Absorption Shield - 20 %
ECM - 25 %
Ionized Hull + 75 %

NO RETAL
NO DEFENSE
***

***
Z.DoubleChocolate Battleship
Weapon 4000
Energy Damage 1000
Kinetic Damage 2500
Missile Damage 500
Chemical Damage 0
Hull 10,000
Range 6
Power rating 12,000

1 turn produces 4.0

Defense Modifier
Energy Shield - 25 %
Absorption Shield + 25 %
ECM + 60 %
Ionized Hull + 75 %

NO RETAL
***

***
Z.CookieMonster Dreadnaught
Weapon 12,000
Energy Damage 3000
Kinetic Damage 9000
Missile Damage 0
Chemical Damage 0
Hull 25,000
Range 5
Power rating 24,000

1 turn produces 2.0

Defense Modifier
Energy Shield + 40 %
Absorption Shield - 20 %
ECM - 25 %
Ionized Hull + 80 %
***
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