An idea for Gal Civ... Too late for DA probably

I think that it would be a fun idea and interesting gameplay concept to have vastly different branches of "engineering" technologies, and each race could have an affinity for particular ones.

For example, what I'm thinking would be like this:

bioengineering - the ship itself is a living organism

metal engineering - basically what we think of when we say a spaceship; made out of metal and plastic and all that.. and I know the name is dreadfully lacking

psychic engineering - the ship is powered and/or held together using psychic powers

This is just a generic example of what I mean.. I'm sure there's TONS of different ideas that could be fun, and each have its unique pros and cons.

But I'd imagine this would be a pretty big deal to actually implement, and doubt it would be remotely possible to include in Dark Avatar.

What do you guys think? Could this actually make gameplay more interesting or is it too much trouble for too little return?
5,608 views 6 replies
Reply #1 Top
That would be pretty cool. It would cause problems with the race hulls, the issue of haveing differant size hulls for all of them would mean a big hull increase, and having to have a "defualt" hull style that the player starts with before they start researching. Buut it would be cool.
Reply #2 Top
Sounds cool! Bring on the Farscape Leviathan!
Reply #3 Top
Decent idea... just not for the game. Doesn't really fit. Try writing a mod instead.
Reply #4 Top
it could work with a mod..

i mean.. add a tech tree for ship and it would mean more "repair" for the organics..
defence for psychics and normal for metal..

is there a way to disable a tech if you research another?
Reply #5 Top
is there a way to disable a tech if you research another?

Well, there is the way Ethics is handled... I suppose there could be a 'Unique Hulls Theory' technology somewhere that triggers a selection not unlike the Ethics, and that selection would determine what techs become available.

EDIT: Oh, and Metal would probably just be the standard look- however, something it could do is improve Hit Points, so there's a benefit to choosing Metal over Organic (previously-suggested improved repair) and Psychic (previously-suggested improved defence).

EDIT2: Oh, and...
Decent idea... just not for the game. Doesn't really fit. Try writing a mod instead.

... how does it not really fit? The Precursor ships are obviously Organic (Unfortunate that the game does not reflect this when a Precursor ship is salvaged; though maybe they're supposed to be from a time before they develop the organic armor. I can live with that), and the usual craft are just Metal. The Psychic is perhaps the only one that doesn't necessarily fit, but it probably wouldn't be that hard.

EDIT3: ... Even further theorizing on this:

Nano-constructed grown metal. Anyone played Starsiege? The Cybrids, since the Earthsieges, had developed a method of nano-assembly that allowed them to 'grow' their vehicles, ships, pilotforms, structures... everything about them could now 'grow' much like the 'organics' they contemn and sought to replace.

EDIT4:The following is metal. Do not let the organic 'feel' fool you.

Reply #6 Top
Earth: The Final Conflict had a wicked concept. Holographic glass skin.