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CYOE 2
May 1, 2010 22:59:08 GMT
Post by Bubble Wrap on May 1, 2010 22:59:08 GMT
Maybe make Self Destruct a tech which prevents capture, and give those with Marine Focus or Boarding Parties a 50/50 chance to capture if protected by a self destruct (the marines are experts at disarming things, while the boarding parties have a chance to get there before the self destruct is engaged, whereas normal capture attempts have to wait until the end of the battle)
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CYOE 2
May 1, 2010 23:25:37 GMT
Post by Omega Chief on May 1, 2010 23:25:37 GMT
Oooh, I like Bubbles idea there, we'll go with that. And techncially it does take a number of turns to capture stations Ab, but by the time it came around everyone had fleets of such size they could easily capture them
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CYOE 2
May 1, 2010 23:38:49 GMT
Post by Shard on May 1, 2010 23:38:49 GMT
Definitely need self destruct as a trait or tech. I didn't even bother capturing stuff in this round, becuase I remembered CYOF9 pretty bitterly. Way too much SDing there, and I happily blew up all my stuff during the Hive onslaught. Maybe make disabling neuter it a little as well?
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CYOE 2
May 2, 2010 0:04:19 GMT
Post by Omega Chief on May 2, 2010 0:04:19 GMT
Self Destruction (3,000 RP 3 turns to research): You’ve seen that your enemies like boarding actions and you want to deny them anything that’s yours, perhaps even salvage, or perhaps you just don’t want any knowledge about you falling into the wrong hands. Regardless with the Self-Destruct tech, you can detonate you ships and stations to deny your enemy capturing them or salvaging their debris. Note: Empires with enhanced troops have a chance to capture ships before they can self destruct; in addition ships disabled with the Disablement Weapons tech cannot self destruct.
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