Special Ability (promotion) Ideas:
Special Abilities would be implemented using the CIV promotions system, modified to suit our needs. Special abilities would help balance out the military options in the tech tree. The special abilities would be modeled somewhat on the SMAC ones, but with additions or omissions to better fit in the CIV system.
At the moment it seems like it isn't easily possible to visually represent the special abilities on the unit graphics. A possible substitute for this could be automatically renaming units with the promotion info, for example Missile Infantry with SAM Missiles would be displayed as "(SAM) Missile Infantry", or a Scout Rover with a Laser Turret would become "(LT) Scout Rover". Unlike in CIV we could do this, since the number of special abilities on each unit is limited to 1 or 2.
Note: Special abilities would cost energy, with the cost being a percentage of the hammer cost of the unit. The cost would be listed when you hover over the promotion icon. Not enough energy? No special ability. It would only be possible to add a special ability to a unit if it is in friendly territory. Units would only be able to take 1 special ability, or 2 post-Neural Grafting. It will be possible to reset the special abilities, but you lose the energy invested (and may incur an additional fee). At present CIV doesn't support this but it would be a fairly easy SDK modification.
Sample Special Abilities:
Laser Turret (Applied Physics)
+1 Strength.
Rover, Skirmisher and Foil.
Cost = 0.5EC
Additional Firepower. (particularly useful to turn scout rovers into real combat units)
Nerve Gas Pods (High Energy Chemistry)
Deals collateral damage, kills population when attacking bases (1 per attack).
Infantry, Rover, Chopper.
Cost = 0.5EC
Enhances weapons with lethal nervegas, counts as an atrocity.
Impact Battery (Nonlinear Mathematics and Polymorphic Software)
+1 Strength
Bonus Collateral Damage.
Infantry.
Cost = 0.75EC.
Upgrades firepower of infantry.
COMM Jammer (Advanced Subatomic Theory)
+50% Defense vs Rovers.
Garrison, Infantry, Skirmisher.
Cost = 0.75EC.
Defensive promotion effective against rovers.
SAM Missiles (Doctrine: Air Power)
+1 Intercept.
+50% vs Choppers.
Infantry, Garrison, Cruisers.
Cost = 0.5EC
Adds basic anti-air capabilities to units, or enhances existing anti-air.
Bomb Pods (Doctrine: Airpower)
Bonus Collateral Damage.
Needlejets.
Cost = 0.5EC
Turns needlejets into moderately effective bombers.
AAA Tracking (Advanced Military Algorithms)
-50% damage from aircraft.
Adds +25% Intercept Chance (if the unit can intercept).
Cost = 0.75EC
Garrison, Skirmisher, Foil, Cruiser.
Improves defense and offense vs aircraft.
Gatling Turret (Superconductor)
+1 Strength.
+1 Intercept.
Cost = 0.75EC
Rovers, Skirmishers and Foils.
Rapidfire weapon also effective at targeting aircraft.
Hydrofoils (Doctrine: Initiative)
Increases naval movement by +1.
Foils.


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I'll continue to work on this.


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