Expanded Roles for Command Stars
Posted: Sun Jul 16, 2006 3:48 am
Ascension features a good variety of attack options, but Command Stars seem to be lacking in this department. In Main we can send them looking for planets, which is different and interesting. So why not have a few options up on Ascension too?
A few ideas off the top of my head include:
1) "Scour Galaxy" - Can only be done once per week, Consumes 15 Action Turns, and sends your Command Star out to scour your home galaxy for any resources or hidden treasures you may not currently be aware of. This lasts 24 hours. Potential rewards are +1000 Undeveloped worlds, +10,000,000 DMU, +60 Turns, +7,500 Life Force or 10% damage to your Command Star's weapons/shields (it decides to see what is on the other side of that Black Hole - a bad idea in the first place). You know exactly when your Star will return, so you can be on hand at the time to spend anything that it returns if you fear it being stolen.
2) "Initiate Apocalypse" - Consumes 15 Action Turns, and sends your Command Star to do battle with that of your target. Non-Command Star units (planets etc) take no part in this. Is equivalent to a 15 Turn round of combat. It's always struck me as odd that Motherships/Command Star's only go out to war when they have ground support - true, it's sensible, but it shouldn't be exclusive.
3) "Energy Tap" - Consumes 0 Turns, lasts 24 hours, takes the Command Star out of action for 24 hours, can be done up to twice a week. You gain +10% to your income or Life Force generation for 24 hours, as you (or your galaxy) siphon off some of the awesome power of your personal giant globe of fiery coolness.
Am I completely mad? Or would anyone else like to see "something" extra for Command Stars?
A few ideas off the top of my head include:
1) "Scour Galaxy" - Can only be done once per week, Consumes 15 Action Turns, and sends your Command Star out to scour your home galaxy for any resources or hidden treasures you may not currently be aware of. This lasts 24 hours. Potential rewards are +1000 Undeveloped worlds, +10,000,000 DMU, +60 Turns, +7,500 Life Force or 10% damage to your Command Star's weapons/shields (it decides to see what is on the other side of that Black Hole - a bad idea in the first place). You know exactly when your Star will return, so you can be on hand at the time to spend anything that it returns if you fear it being stolen.
2) "Initiate Apocalypse" - Consumes 15 Action Turns, and sends your Command Star to do battle with that of your target. Non-Command Star units (planets etc) take no part in this. Is equivalent to a 15 Turn round of combat. It's always struck me as odd that Motherships/Command Star's only go out to war when they have ground support - true, it's sensible, but it shouldn't be exclusive.
3) "Energy Tap" - Consumes 0 Turns, lasts 24 hours, takes the Command Star out of action for 24 hours, can be done up to twice a week. You gain +10% to your income or Life Force generation for 24 hours, as you (or your galaxy) siphon off some of the awesome power of your personal giant globe of fiery coolness.
Am I completely mad? Or would anyone else like to see "something" extra for Command Stars?