
Arx Nemesis
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Posted - 2005.06.21 08:48:00 -
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Edited by: Arx Nemesis on 21/06/2005 08:56:10 Edited by: Arx Nemesis on 21/06/2005 08:51:50 excelent, now we are getting somehwere.
First off, elements;
stars - depending on star mass will lower sensors,drain cap, make real damage (ship can be lost if staing there too long),can bring speed down and even suck in the ship and destroy it (mass factor / acceleration).
nebulas - common: sensor strenght and visual ranges reduced by 75%, speed slowed down by 75 (40% sensor & speed penalty if pilot has fitted hazardous enviorment computer - med slot active item); beneficial: recharge shields, repair armor/hull (sticky mass), energyze aka charge the capacitor; hazardous: radiation attack (drains shields), particle fields (attacks ship), combustion: weapons fire can light up the nebula causing serious damage, static: disrupts all electronic systems, gravswarm - slows everithing down and can trap big ships, fog - will only affect sensors and speed - rest works fine.
uncharted wormholes: work as jumpgates but have variable stability can lead from minor damage up to ship destruction on jump, will drain shields on approach, probably good option is to make em leap whole regions making the risk worthwhile (10 - 50 jumps in ordinary travel), wormhole skill may help navigating them, lowering the damage ratio/chance due to advanced knowlage of wormhole phases.
gravity wells: unstable ripples in space fabric - can trap ships for short times (60 - 300 seconds)
storms: occure randomly, depending on type will disrupt electronics, cause damage, strip shields. (for opimization storm could work from downtime to downtime on a whole system)
unstable asteroid colonyes: as mentioned in this post will probably orbit one bigger object (asteroid, debree, gravity well, wormhole etc) will provide random asteroids (all from veldspar to most highest rares), asteroids are in moving orbit witch can change on inpact, inpact with ship will cause damage dependent on mass and speed, mining there can be extreamly hazardous but at the same time well rewarding.
unknown lifeforms: eve has only faction npc's wich can become quite boring, lets add some "monsters" with random capabilityes for explorers to enjoy :)
As you see all of those elements can serve as trap, safe spot, hunting grounds etc, they are flexible enough to suite as strategical elements to both attack,defend,bate etc, well except for monsters wich will be probably be just good exploration part or a deadly spot to go hunting trophys for some nuts daredevil. all of the elements are also mixable, wich can lead to werry rich encounters / elements. Not so easy to do however :\ ----------------------------------------- The price of freedom is eternal vigilance |