IMT Host
Coding Change Requests
Minor Changes
- No natives except Chups will
willingly join IMT
Bases.
- Immune to Boarding Lasers.
That's the personnel-killing
effects, not the damage to the hull, and it does not stop enemies
boarding.
- IMT colonist guests count as
crew when IMT ships are
boarded. (ie, in the boarding code).
- Can breed in space,
including ships. (Like CoM, race 111)
- Mech type 3 (Driller Killer)
mines ore like a Bird (race
103)
Plasmatron (i.e. Bird type 2 mech.)
- Master.exe needs to be
tweaked so that Chupanoids are
definitely not found on the IMT homeworld. (Just like Insects don't
appear on UEA homeworld at startup.)
Chupanoid mercenaries
- Chupanoids join IMT bases
and become troops according to a
supplied VB algorithm
- Troops may mutiny and become
free troops according
to a supplied VB algorithm
IMT Assault Pods appear to be
Wreckage Pods to other
players!
The purpose of this is so you can set the pod to "Board Enemy Ship" to
capture it. Enemies collecting pods for fuel, etc find a horde of Chup
Mercenaries boarding and eating the
crew - much like the film "Alien".
The best thing about this is that it will only burn greedy players.
They could quite easily blow the pods away. This is a semi defense
against parasite races. Suggest that the "Wreckage Pods" apear to be
filled with:
- Int(RND*200) fuel
- Mod(Int(RND*1000)-200) ord
- Int(RND*50) Duranium
- Int(RND*75)Repair
Spindizzy device and moving
planets
- The Spindizzy ship pulls
co-located vessels and planets
using the Spindizzy at any speed, including with Gravitonic
Accelerators.
This includes neutral and enemy ships, Wings, asteroid belts (ie some
IMT bases), defensive assault pod clouds round the planet etc.
Basically,
the Spindizzy allows you to to anything which is normally towable plus
Wings and planets with bases on them. (So not Jumpgates, stars, etc.)
- Only IMT can use
Spindizzies. (Makes planet moving a rare
and wondrous thing.)
- The Spindizzy device can be
thought of as a moving gravity
well which moves with the spindizzy ship. As it moves along, anything
at the same x,y co-ords falls along with it. This simulates "multi-tow"
or the fact that a planet could have other ships in orbit, etc. Thus a
single Spindizzy ship can tow an entire fleet and planet.
- Considering combat, we have
to be careful that mobile
planetlike objects can still be attacked, e.g. by long range World
Crushers.
And simply treating the planets as Objects may be awkward if people try
to ground assault them en route. These issues are probably best
resolved by Beta Testing to find out if they really are problems.
- Suggest that spindizzies
stop working when planet is within
4 LY of another, or a star. Reason: in densely packed star
regions, like say planets
within 3LY of each other (transporter range), pods and stuff often land
on the wrong planet. Also, it avoids the issue of smashing planets into
each other,
which would be an unstoppable weapon. So we say the gravitational
fields interact with the spindizzy field and it conks out, needs
resetting
next turn.
- Mobile planets and
minefields: mobile planets are massive
enough that it is probably best to say they, and the bases on them, are
not affected by mine hits. However, the ship
doing the towing is vulnerable, and so are normal ships being towed,
and Web minefields will bring an IMT fleet to a stop.