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Dark Marauder new race

Archived Started by Zenith · 26/09/2006 · 09:25 PM · 8 replies · 0 reads
Archived thread. It was closed and moved to the archive, which is where the board has always kept closed threads. Nothing has been lost — every post is below.
Z ZenithOP
Eons ago the Guardian and the Marauders were in a constant war, which almost bought about the total genocide of these two alien races. After hundreds of years of war, the Marauders had almost completely conquered the galaxy, leaving the Guardians only a handful of colonies. As the main Marauder fleet together with their command center, Bastille, approached the Guardian home-world, the Guardian race out of desperation activated an untested Kal-Zul artifact thought to be a mass destruction weapon of some kind against the invaders. Upon activating the alien artifact the entire solar system was overwhelmed with an unknown sub-space energy burst. This resulted in the mutation of the Guardian race from an organic being to an energy-based entity. The entire fleet of the Marauders was also mutated by the artifact to an unknown form and teleported to a distant Dark Galaxy.

Special ability
Experts in specialized warfare
Population do not consume food (can still reward pop)
Must darken planets in order to use them (takes 5 turns)
Only 11 unique ships (no neutrals allowed, 10 offensive, 1 starbase)

Requirements to select this Race
Successfully set off a UW

Alien attributes
Difficulty Setting Hard
Maximum colony 12
Exploration No
Able to plunder X class planets Yes
Enslave Yes
Research Yes
Missions No

Race modifiers
Tax from population -90 %
Agriculture yield - 80 %
Tax from Commercial - 50 %
Industry efficiency (Industry efficiency) - 99 %
Demand for goods - 80 %
Infrastructure Maintenance - 50 %
Plundering colonies +500 %
Mineral Generation -99 %
Z ZenithOP
Fair enough. I give up.
F fermion
Well, your dark marrauder race mods are way better than normal marauder and guardians together, if you neglect, that your dark marauder can additionally enslave...

Further your lakko starbase make slightly less than 60 times the dammage of the a.miiner lakko just for comparison (plus better shields), and your K. Wei Li battleship is basically immortal at high pr rates especially on turn based servers, well exept you give him really 100.000 Scanner, then the ship will be entirely useless...

Please, if you want to invent a race, then dont overshot it in very every aspect. A suitable starting point is NOT to take the best ship of each race and combine em in one race. If you follow this ill-stated concept, you only reinvent the viral race.

And by the way, not every race has a herc.....
L lothor
Darkmaru have been created 50 times over already. though i liked freakn`s version the best. a race with ships comparable to guardian with hull/power rating but opposed to guardian ships. basically their hatred for the guardian race lead to ships to fight guardians with ie. missle ships
Z ZenithOP
HYBRID: They also cannot darken pre-made clusters (by any other race other than their own). So they can`t use other clusters. Only clusters of 3.

*Zenith wonders why no one looks at the negatives on the race mods.

I never said anything about ship costs and upkeep. Or scanners either. Let me make this clear: They should be HUGE. BIG. The K. battleship should have at least 20k scanners to make it fair.

Take the lakko starbase. One nirvana can easily take it down. Think about it.
The emerald destroyer is no more powerful than the hun li.
The livid is like the ruby, just with worse shields. It should have scanners, to make it`s PR at least 18k.

Admittedly, the Rapier`s range is a bit high. 6 or 5 should be good enough.

*Zenith notes that besides the lakko, borrelly, or wei li, each ship is easily countered as they have only one attack type. The angel loses to hercs and strafez.
F fermion
So basically a viral-guardian crossover, best ships of all races, only a little bit (more precicely -much) better, therefore a big low-pr income. Whats the down-turn? That they have to infect planets, i.e. that they have to spend less turns for clustering?

Let me guess, its only for people which pay 5 times the normal rates.....
H HYBRID
what would c1s be calles like viral have infected and tainted what else would dark marauder have
Z ZenithOP
Note: Dark marauders can only use darkened colonies. Also, no U. class is allowed, and Dark marauders cannot un-assimilate/un-infect other planets. They also cannot darken pre-made clusters (by any other race other than their own). Darkening clusters is permanent, other races cannot un-darken them.

Darkened c1: Planet which has been darkened by the dark marauder race

Pop growth: +50%
Agriculture: -90%
Mining: +20%

Darkened c2: Consists of 3 Darkened c1s

Pop growth: +25%
Agriculture: -50%
Mining: +0%

Darkened c3: Consists of 3 Darkened c2s

Pop growth: +0%
Agriculture: -10%
Mining: -50%

Darkened c4: Consists of 3 Darkened c3s

Pop growth: -50%
Agriculture: +10%
Mining: -75%

Darkened c5: Consists of 3 Darkened c4s (total of 81 planets)

Pop growth: -90%
Agriculture: +25%
Mining: -90%
Z ZenithOP
Ships (*Zenith notes that PR, costs, and scanner ratings yet to be determined)

Also, the class name can be changed. I just keep it with the original races because I think it's useful to know their origins

D. Angel battleship

7k kinetic, 12k missile
20k hull
+70% energy, -40% kinetic, +70% ECM, -40% chemical
7 range
No retal, no defense

G. Livid fighter (scanners needed, but not to the extent of the current livid)

12k kinetic
25k hull
+90% energy, -50% kinetic, -30% ECM, +70% chemical
6 range
No retal

R. Sloop frigate

1k energy
1.5k hull
-60% energy, +80% kinetic, +60% ECM, -40% chemical
7 range

L. Emerald Destroyer

20k missile
60k hull
+99% energy, +99% kinetic, -50% ECM, -70% chemical
6 range
No retal, No defense

F. Rapier dreadnought

40k kinetic
40k hull
-80% energy, +20% kinetic, +70% ECM, +50% chemical
8 range
No retal, No defense



T. Garuda destroyer

800 energy
4k hull
+60% energy, +60% kinetic, -80% ECM, -30% chemical
9 range

C. Leo juggernaut

20k energy
80k hull
+80% energy, -50% kinetic, -70% ECM, +70% chemical
5 range
No retal, no defense

Strafez King

1.5k chemical
50 hull
+0% energy, -99.99% kinetic, +99.99% ECM, +99.99% chemical
9 range
No retal, no defense

V. Borrelly destroyer (scanners needed)
50 kinetic, 150 chemical
200 hull
+60% energy, -90% kinetic, +20% ECM, +50% chemical
9 range
No retal

K. Wei Li battleship (note: LOTS of scanners will be necessary for this one)
15k missile, 30k chemical
5k hull
+99% energy, +99% kinetic, +99% ECM, +90% chemical
5 range
No retal

M. Lakko starbase (0 scanners)

5k energy, 5k kinetic, 5k missile
5k hull
+99% energy, -50% kinetic, -10% ECM, -40% chemical
15 range
No defense
0 scanner
PR: 14692

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