Star Seed
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| Mass |
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| Tech Level |
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| Duranium |
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| Tritanium |
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| Molybdenum |
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| Large Weapons |
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| Max Large Size |
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| Small Weapons |
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| Point Defense |
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| Super Weapon |
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| Max Fuel |
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| Max Ord |
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| Max Repair |
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| Max Cargo |
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| Engines |
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| Generators |
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| Power Bank |
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| Fighter Bays |
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| Fighter Bay Size |
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| Construction Bay Size |
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| Max Speed |
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| Max Hyp Jump |
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| Evasive Bonus |
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| Attack Bonus |
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| Warp Drag Factor |
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| Warp Signature |
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| Scan Range |
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| Tractor Beam |
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| Cloak Fuel Burn |
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| Vulnerability To Weapons Fire |
| Parts / Hull |
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| Control Systems |
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| Engines |
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| Hyperdrive |
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| Lifesupport |
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| Critical (Soft Spot) |
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Hull ID: xxx
Ship Pack Name: xxx.spk
Pack Version: xxx
Pack ID: xxx
Idea : Olly Harlow
Essentially non-sentient - mainly
solitary - space creatures - fully organic. They fly through the galaxy
very slowly - essentially stationary (in game terms) - using their
light sails - i.e. speed 1. Or perhaps organic "Ram Scoop +". Still
very slow.
Slow - tachyon flux drive ~10-15 speed.
Cannot be boarded or captured, but can be destroyed for "stuff".
Maybe you have to tow it to a planet and de-orbit it (killing it) to get the
stuff to drop into your pod-catcher / base? That requires a lot of tow
power. Set that so you need a Missouri or better to do that.
Real thing is - they all (need to) look and scan the same to players.
However,
Males are helpless - no weapons. You can trash them for a random (0 - 10?) mixed selection of wreckage pods? Metals, food, gems even?
Females are tougher - they fight back! Decent cruiser type weaponry?
Pregnant females - are
LETHAL. Get too close and you'll find out about it! 10LY? Ships only
attacked. They don't consider planets a threat unless attacked by them?
"sexing" is a scripted thing - they're the same ships - different
"load-out". As a "thing" they don't actually breed during the game - so
are not a NPC race.
Too slow. Let them use tachyon flux from stars to surf off at 10+ which is
still fairly slow. So they can use "Kosh-ship" like stuff rather than a
simple ram-sail. (corrected - see above)
Sounds
about right - slowish. The intent was as an easy AI concept - in a 100
turn game they only move a settable distance/direction. Also a bit dull
as a NPC thing? Assuming ~10-15 speed - still useable. The idea would
be to have many of these things essentially drifting around and getting
in the way and having a very low scan signature - the "Ooops! Hold up!
Is that a "preggers" one or just a gas bag? Hmmn"
To make them interesting how about each Seed is done
as a pod. It contains some stuff it picked up when created around
its birth star. Maybe metal, maybe tech parts, or stuff like gems
that are effectively money.
Scaling factors for
"wreckage" is a stats/script thing? Destroying one would essentially
release the pod cargos leaving the organic remains as perhaps a
smattering of foodstuffs? As an "organic" the materials should be "basic" in nature? ( I wot not of what I speake)
Perhaps you
cannot board.
Definitely not possible to board - unless you want
to wander around inside its tubes being "et" by antibodies/whatever.
It's a "thing" you can destroy for "stuff" or keep a wide berth of if it
might be aggressive (female and/or pregnant) (range?).
Maybe you have to tow it to a
planet and de-orbit it (killing it) to get the stuff to drop into your
pod-catcher / base? That requires a lot of tow power. Set that so
you need a Missouri or better to do that.
Definite possibilty!
Work hard for your wreckage - that's a wreckage value scaling issue and
possible code add-on?
<GREG> <DP?>
This is the perfect idea to use for the Dopplegangers theory. I'm not sure
how you would make it a benefit to kill one though.