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EternalWolf
2015-10-27
  Race ideas..  

Before you start flaming this and posting negative crab, this is a FUN little thread to come up with unique races for GC. Ships too..why not?

Razzy has a busy brain so i put this here to help him out mostly...

My idea, a race that exclusively uses U class.
Have explore mod to make finding U easier somewhat, take a while to get started, cant use regular planets, CAN cluster U class but only up to c.2 equivalent. U class clusters are useless to everyone else, if un-Ultrafied it becomes a 4 or 16 planet cluster of 1/10th the size.
They have negative mods to all econs as land potentially makes up for this.
Razzy
99+ day(s) ago
(EW`s Post)

Lets hash out some aspects of this proposed New Race. Lets call them Bankers (Please no. Something Indy related)
We will need to come up with some modifiers for their econ.. without doing the math, theyll need a large boost to industry such that it becomes their best income. Their CG storage will need to be more than 2 billion. The price cap will need to be put back at 4 to encourage sales, OR 6, sell to pop at 7.
Tax will have to be crippled so it is less profitable than Guard.
Agri will have to be on par with Aminer or possibly Maru if one wanted to choose self sustainability with a U. Fert.

Perhaps their ships have higher upkeep, are capturable to coll and viral, REable to viral, and a kitbash between T class and A/M class. A happy harmony between Terran and Miner ships lol
Since theyre Bankers, the class of ship is B class, named for financial stuff...

Lastly, they need a planet they utilize best.. barrens obviously and land dependent, but their best U class could be the Large with a commerse boost added to it.. that may benefit all races who possess larges too. OR add a new U class.
U. Capital: land range 2500 - 8000 ( 9600 paid )
+50% to industry efficiency
-100 pop growth
-100 mining efficiency
-50 to agri
Ore range 50 - 500 ( 600 paid )

For your Serious consideration, rehashing, tearing down, etc...
Zexion
99+ day(s) ago
elemental, that was an idea that I wanted to bring up to BW and EE.
elemental
99+ day(s) ago
I`m gonna mention this idea for Collectives I`ve had for a while again:

I think that Collectives should be able to build captured ships as long as they possess them in their fleet.

Why:
Playing a high powered collective (or even a medium powered collective) leaves you with little ability to use captured ships, especially if you`re a stacker. The reason for this is that you rarely capture ships in large enough quantities to use in fleets if you want to build higher than you are. As one of the highest powered collectives this game has seen in quite a while previously, I was often unable to use the capturing when I wanted to fight at high PRs, since I could only capture so many ships at a time, and often they would limit how high I could climb without severely unbalancing my stack.


How to make this balanced/different than viral:
First off, you should only be able to build the ships if you have over a certain amount of them. This stops collectives from hoarding dummy stacks of important ships and just building them whenever. You`ll need a significant amount of captured ships in order to build more of that ship. Then, limit how many of them you can build- say, only as many as you have in another stack of ships. This ensures that you can`t simply capture a single pyth and spam it up to 120 mill then sit there and whack people with it. You`ll at least have to have a half-spam instead of a single spam, and this limits coll buildrates from being pushed up by too much (although it will still be a significant amount from this change.)
Helms{}Deep
99+ day(s) ago
On UC, non- exploration races that dont have scouts can use ships to scout( Maru can use Eel, Ray) to scout, and Collective can use R class to scout, you just need to have them in your stack and hold on to them if you get put into DP. I still think this can, and should be implemented, even in the existing GC game. Sometimes there isnt enough targets around, not fair for those empires to not be able to explore a little bit.
KALASAG
99+ day(s) ago
Being a newbie Maru is quite a challenge. It really is a hard race to play with negative modifiers, no scouting, always on your toes eying possible targets mainly to serve as borders. After paid expires some important DClass ships are taken away from you. Marauders need those ships badly. We can change that maybe by having the same turns for researching KClass to make them permanent, after all, you can only be a Marauder by having paid.
Helms{}Deep
99+ day(s) ago
If we get rid of Commercial as an income type, you might as well change this game and name it UC. That is exactly the type of thinking that destroyed UC- and stephen allowed it. No, no, no. You need to have some other viable income streams that doesnt revolve around tax. The current incomes we have are perfect- they have worked this far and should continue to work.
Going along with what jessika was just saying, where I dont think an artifact race would work, I do think the artifacts could use some love. I think that there should be new artifacts, or current ones revamped, that require artis that only certain races can dig, and there should be an artifact market opened up. So, my first point- if we had arti`s that were race specific, you need to have each race be present and being played in order to get them. So collectives have an artifact that only they have a chance at digging up, Maru has one, etc etc. Then, each person can post specific artifacts on the market and sell them for some real profit. This would help out the end game when there is no more researching to do- it gives those empires a goal to get to. You could even have certain rare arti`s only have a chance at dropping once you reach certain levels of infra, which would help promote longevity.
jessika
99+ day(s) ago
What about an artifact race? Start with u spaz land whatever. Negative all incomes and not very good ships. Economy wise they can explore and strip mine ore. The main thing is they would have a dangerous amount of artifacts at their disposal.

I don`t know what this would do to the gordo market and im sure it has a ton of other things it would affect. Fun to think about though.....
jessika
99+ day(s) ago
@razzy: Commercial is just as viable as any. Its not always about making max creds as fast as possible- with a meager 20 billion you can climb pretty high and fight. Commercials strength is that the market cannot hurt your income and you can still build decent and make a positive income. Tax might seem to make alot but if food prices are high not so much. Also tax have a much higher base pr so are forced to fight high pr thus making their fleet upkeep that much more expensive. I`d say thats a pretty big handicap. In addition you still have to grind for planets unlike a mineral miner, and unlike commercial you have to sink a bunch of turns into loyalty- making it all the worse to loose these colonies in battle.
KnightOfBaa
99+ day(s) ago
Aminers best income is tax :)
EternalWolf
99+ day(s) ago
Mining make the most. Aminers best income is mining
Razzy
99+ day(s) ago
@Renegade: I`m not saying it should make as much. I just say, make it slightly more viable. There`s no reason NOT to play tax/agri at the moment, with any race. The only ones with slightly more choices are A-Miners, and still it`s a no brainer. A-Miners with tax make a lot more than any other race and any other econ type..so why would you go Mining/Industry when you can do that?

Stabilize a little, make other options viable, maybe through adding another race that specifically can ONLY make money through those, and market should fill up a bit with more goods. There`s no reason to handicap yourself with a lower econ (Looking at Aspha`s) when you can just be another generic Tax empire with tons more money. I feel like adding 1 race to fill the gaps with no other options would help.. Although I`d have to give it more serious thought.
Renegade
99+ day(s) ago
@ jessika - In my time as maru I have plundered c2`s alone for BILLIONS. Sure you could up it a bit, but you just need to find better things to plunder :)

@ Razzy - Commercial IMO shouldn`t be a viable income type. It`s market independance means it shouldn`t make more than the others
jessika
99+ day(s) ago
Even if some empires make their cash off CG`s theres hardly ever a ready supply on the market so theres plenty of room for competition without butting heads. Miners make much, much, more anyways from the other two economies.

I havent played Maru yet but im assuming even with the 400% plunder the cash in insignificant when most empires are at least playing with a few billion. Maybe just add an extra 0 onto all plunders... so guards and virals would make a few thousand (still negligible) and maru might make a million? (still negligible when compared to a billion)
Razzy
99+ day(s) ago
I don`t understand. Maru`s should NOT have any other viable income other than plunder.. They are raiders. Collectives should still be food based, their lore (in UC, I know) Justifies this. However, Miners being Industry AND Mine AND Tax seems a bit unreasonable. All races should (in my opinion) have a particular focus when it comes to economy.

Right now as it stands, it seems to be all races (Except Coll and Maru) Go Tax,because it`s viable, and all other choices are `bad` compared to that. Where`s commercial? Where`s Industry? I think changing it up in the A-Miner department would alleviate the necessity for Miners to decide. They have way too many economic options.. Anyway, I`m rambling, my point has been made.. I just woke up.. I need to sleep morezZzZ.. ~.~
EternalWolf
99+ day(s) ago
Well, that would be a good way to rethink collective. Miners mine, colls make CGs.
If maru were really thought thru, they would have a MASSIVE plunder bonus since they are designed to...plunder. they are raiders, pirates, etc.. they can make a bit off food i guess to make things interesting.. but much less. More $ from plunder.
DarthCaedus
99+ day(s) ago
yes well some miners are industry so if they are max and this gets put through it would devastate those empires
Razzy
99+ day(s) ago
I think Aspha miners should be just that.. Miners. (Maybe leave them the tax bonus) but I think we should have an Industry focused race.. Kind of like.. Robots, with huge assembly lines, making CG`s to fund their exploration of the galaxy, looking for new resources and minerals.. (Also plundering, because robots would be able to deconstruct everything and turn the raw materials into more CG`s or money.. something like that)
DarthCaedus
99+ day(s) ago
I think jessica could be describing a new way of playing miner or adjusting miner? industry speaking I mean. the figher way would be a mix of marauder as well. sort of combined.
EternalWolf
99+ day(s) ago
Well, due to the c3 class being upwards of 1.25 million land, perhaps gordos are disabled for this race lol.
Mines more of a plaything.. Jess` idea deserve more consideration lol
DarthCaedus
99+ day(s) ago
yes I know EW i was just pointing out if the fix does come into effect then is all I like the ideas though it just needs refined though. for instance maybe a max size for u class?

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