Talk:The People's Army - Change Proposal
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[edit] Arlyos View
- <leave dampener alone or give SAME PROBLEM to ALL RACES>
Many race have limitation on some device including this one. Most race cannot flip planets. The peep do not need the flip to win. Lord Lancelot 01:34, 5 May 2008 (CEST)
- <The Anthem is an intelligence probe and needs the hyperdrive to gather that intelligence, it also needs the mine detector to gather that intelligence. It should also have other detection devices added.> <--- from arylos.
<should only add 1 or 2 engines to sacrifice improved as it only goes 20 max speed.<should only have 3 engines max on academy of advanced defence.<would prefer amnesty to remain untouched except for adding engines. but if distance requirement is added then should be 15 ly like the gambling deck and show lounge.
Yea a 900ly scan range + bio scanner really suck, it must also have mine detection, spy scanner probe laucher, some grav detection, and maybe an long range tachyon (500ly) to make it does not miss something cloaked. Seriously the 900 scan range make this ship amazing, now with HYP this one of the best if not the best scan ship in the game.Lord Lancelot 01:34, 5 May 2008 (CEST)
[edit] Ships
I like most changes you made to the shiplist as they correct a lot of flaws. However as your changes make the Peeps more powerful (military wise), I would have dropped even more ships / ship devices. Jochen 20:08, 12 November 2006 (CET)
Actually alot of these changes, while making the ships a bit more capable, also tone them down as far as mineral making(no reversing stress only to raise it later), money making (change in race stats now gives hefty penalties for Enslavement taxes, tons of deep-space propagandas spitting out MCs now take much longer to pay for themselves as their price will probably go up even higher, popping amorphs will now hurt a bit) and growth (Amnesties unable to be stacked, forcing the peeps to spread out = more vulnerable bases = more nice, FAT targets). I also did not want to approach Martin's creation with a complete Hack n Slash approach,more like outpatient and cosmetic surgery. While I've adopted them, I still view the Peeps as his. General Kael
- The Peeps play to win before this update is to bury you in volume. The increased cost iof the defiance platform eliminates this play early. Add to that the higher price for Propagandas and the Peeps will grow markedly slower. Current optimal play for the peeps is to grow like a bat out of hell while harrrassing their enemies submarines and killing some of the more foolish with glories and mines. Please read the guide I am writing here. The abivalence of the peeps in games is the fun part. Some think them the ruination, others think them too weak to even consider as potential victors. Good play can lead to over 1 billion colonists and a resaource points squeeze. The changes proposed overall make them much more vanilla rather than a extreme choice. While it opens new lines of play for the race, most of these line are better played by say the Scavengers. I like the changes on the Amnesty and the Offworld colony but overall, I think you are making them far to vanilla and losing the flavor. Think throw away ships and burying your enemies in volume and that is the way this race should be played. The proposal destroys that play an just makes them just another race sort of like a high mass version of the Aczanny with a few hyperspacers and weaker fighters.--KBJ07675 04:25, 14 November 2006 (CET)
- The Peeps have been designed when rules where quite different than today. You like the way the can be played now and know ways to use their strengths, but that doesn't mean that everyone thinks like that. I know several people that decided against playing the peeps because they think they are broken.
- Personally I have a problem seeing 'they have a lot of ship devices' as a race design. Right now the peeps *are* vanilla. Óf course I don't want one race to be like the other, but where *is* their flavour? What makes them unique? Small crew-quarters? The biggest ship list? Most ship devices? I really miss racial features.
- I can't argue with that point. They are broken in many ways. There is more to the Peeps having a lot of devises. They are bar none, the fastest growing race in Planets and to some extent pretty witless on conventional offense. That is what attracts me to the race. The Native connection is the most important needed change on that direction and you are 110% right. Remember that races with good players will be played to their best advantage. The Feds are often warlike stealing as many ships as they can, not quite Jean Luc's Federation. Think about how you want the peeps played not what abilities they should have as that is the way they will be played. As things stand, the Peeps advantages are devises, some really underpriced overwelmingly valuable non-war ships, useful design errors (no engine ships that move), limited hyperspacing, Unique abilities to terraform to optimums (soil rating, climate & Mineral Generations) and high growth rate. Weaknesses are ridiculously poorly designed war ships with too few low repairs, crew and guest quarters and too costly in minerals. The race as it is today is the ships when you are through it will still be 90% derived from the ship list. The changes proposed I still see as adding perhaps some more flavor but lacking the ability for unique game play that the current race allows. While I am advocating little change, the truth is I rarely play the race as it is rather boring to play. --KBJ07675 15:28, 18 November 2006 (CET)
- I can't argue with that point. They are broken in many ways. There is more to the Peeps having a lot of devises. They are bar none, the fastest growing race in Planets and to some extent pretty witless on conventional offense. That is what attracts me to the race. The Native connection is the most important needed change on that direction and you are 110% right. Remember that races with good players will be played to their best advantage. The Feds are often warlike stealing as many ships as they can, not quite Jean Luc's Federation. Think about how you want the peeps played not what abilities they should have as that is the way they will be played. As things stand, the Peeps advantages are devises, some really underpriced overwelmingly valuable non-war ships, useful design errors (no engine ships that move), limited hyperspacing, Unique abilities to terraform to optimums (soil rating, climate & Mineral Generations) and high growth rate. Weaknesses are ridiculously poorly designed war ships with too few low repairs, crew and guest quarters and too costly in minerals. The race as it is today is the ships when you are through it will still be 90% derived from the ship list. The changes proposed I still see as adding perhaps some more flavor but lacking the ability for unique game play that the current race allows. While I am advocating little change, the truth is I rarely play the race as it is rather boring to play. --KBJ07675 15:28, 18 November 2006 (CET)
- Talking about 1 billion colonists and other extremes: Imho planets was *not* designed for normal play with that high pop (and not for games running at turn 180 either). Guess there's a reason for the 50 million cap. All in all you *can* play them (and win with them) as they are right now but most of the time those very extreme features you like tend to break games instead of adding fun.Jochen 17:13, 14 November 2006 (CET)
From the race description:
The People's Army is a union of the 'native' races. They recruit other natives into their 'race' through bases, cruise ships, or recruitment centers.
Recruiting natives? The native roots of the Peeps are simply not existant right now. So give them abilities linked to natives - the rebel native stuff would fit very well - maybe add some assimiliation of natives similar to the borg (of course they do it the nice way using a 'salad bowl' approach ;)
Anyone got any fresh new ideas on making the Peeps more intertwined with the natives? A while back my ideas were kinda shot down, although I liked the one on taming Chups too much... still gotta clear that one with Tim though. I really would like to make them 'more nativish' General Kael
- the peeps and natives, they get along great, the problem is getting them before the rebels and the privs. oddly enough its the same problem for every race that does not have a native dustoff device. you made lots of proposals about natives on your base. some i think are a lil outlandish, the chups thing for one. but all you have to do if you really want to increase the native potential for this game is give the anthem a native dustoff device with 1 pod bay. it wont be objected to too much as the thing is tech 8 and will take a while to get its tech levels to that amount in some games. this alone would make natives more prospourus to the peeps. and on a side note, if you want something totally dramaticly different. you could consider natives as slaves to the peeps, with the exceptions of insectoids. and reap beefits from enslaveing the natives. and possibly be the only race that other polayers would refuce to send chups to. as chups would still benefit you in the native enslavement camps. how they benefit you i dont know, lots of ideas come to mind. but lets say it works the same as labor camps and labor mines of the Evil empire. ee is out looking for human slaves while your out looking for native slaves. and thus making you the only race capable of dealing with chups.----proto
- additionally overall your ship list lacks a few things on thier light ships. thier lighter ships are nice with some exceptions. 1) crew quarters too small (often easily boarded or captured by disruptor fire) 2) ordinance bays too small, forcing you to use energy weapons) 3) no pod bays to carry extra crew troops ordinance and repair 4) large weapons are squimish, meaning that the few that have large weapon mounts, can only mount light weight weapons. no torps on most of them and certianly no light size ship capable of carrying a gat phasor. or even they are capable, they can carry one of the larger weight weaposn due to not having the capability to apply enough ship generators to the design. 4) pd is few and far between on the lighter ships. while i think the peeps ship list is the most realistic for weapon mounts. the other races ship lists seem to have a ship to outclass all the peeps light ships. either by having more crew (safe from disruptors and boarding) or by having more weapon mounts and generator slots for high output energy weapons. id like to see a ship in the list that is considered light, has 2-300 crew, 2 large weapon mounts 150 size, 6 small weapon mounts and 10 PD. this ship could be an escort for frieghters if it was capable of holding a pod full of ord. or at a minimum be able have a large ord storage. most of the light ships have small ord storage which means ok lets just go with non ord weapons. but u cant because that requires more generators than the ship has slots for. so in most cases we have to be very careful of the wepaons we can choose due to ord bays and generators slots.
- New Idea - Peep ships plans take 20% hull damage with a chance to explode every turn they are not controlled by the peeps. After all they are held together with chewing gum. This will stop poor player from ruining game with the peeps by ill advised plan trading.--KBJ07675 03:37, 14 November 2006 (CET)
- The trouble is Peeps get the best & the most ship devices of all the races, they are also part of the lucky few who have hacker droid getting access to ALL devices, and now the enemy would not get access to captured peeps ships. The solution is to balance their ship list, this race stole part of X races plan is not a reason to make unbalanced ship list, General Kael is doing good work balancing them, and improving a bit their military weakness. If other race could not use peeps ship plans (like robot/crystal) they should not have the hacker droid.
Lord Lancelot 20:24, 14 November 2006 (CET)- Add a DTMS-N Fuel Converter and I like that idea a lot! KBJ07675
- From the peep race description:
They are not naturals at capital ship building however, so their craft tend to be bulky and expensive.
Maybe your idea of the ships being held together with chewing gum fits better to the Scav description:
Eventually they created starship hulls out of many old broke hulls, that remianed after the many battles that had been fought.
- The trouble is Peeps get the best & the most ship devices of all the races, they are also part of the lucky few who have hacker droid getting access to ALL devices, and now the enemy would not get access to captured peeps ships. The solution is to balance their ship list, this race stole part of X races plan is not a reason to make unbalanced ship list, General Kael is doing good work balancing them, and improving a bit their military weakness. If other race could not use peeps ship plans (like robot/crystal) they should not have the hacker droid.
[edit] 2 Propaganda Luxury Cruiser
The changes for the Propaganda are made for several reasons. Any self-respecting casino takes plenty of $$$$ to get to looking nice and purty. While comparing them to other gambling ships, it actually looks overpriced at 2500 though. Maybe 1500 MCs would be more appropriate. Along with the price hike and tech change, increased crew quarters were added to reach 500, so now a deep spacer will make 100 MCs/ turn, but will now take 15 turns to pay for itself, unless it's over a base (where they should be). The Crew abductor on this ship made little sense. The crew capacity was nonexistant, and was anyone silly enough to try and pilfer crew from enemy territory with it? Check out idea in Amnesty section below. General Kael
- pilfer enemy crew? no not me, im not that brave. this ships only purpose for me was cash generation. ----proto
It's perfect at 2500$ it will take up to just a few turn to pay for itself over a base, where the device it's suppose to be used.
Any race without a native gambling ship, would pay a lot for this ship.
Lord Lancelot 12:10, 16 November 2006 (CET)
[edit] 3 Defiance Weapon Platform
The change proposed kills the peeps as they will likely have no defense. Normal play build scores of these (with small weapons only) to defend their worlds. With the huge mineral costs, they won't be built and the Peeps will not be defensible. The peeps are primarily a defensive power. Removing this ship and ensuring that they cannot produce unlimited minerals means that the mineral costs of all of their ships will make them too weak at the beginning the middle and the end. This is the change that most weakens the Peeps in war defense out of all that is proposed.--KBJ07675 04:17, 14 November 2006 (CET)
What is normal play? The Peep players should think of new ideas to defend (and I'd say there are ways when looking at the (revised) shiplist.Jochen 17:13, 14 November 2006 (CET)
Actually the Defiance would still be one of the best defensive ships around. Maybe the price can be played with, but the insane amount of firepower with these that can be built for nothing I think is beyond reasoning of VGAP physics. Maybe a reduction of weapons instead? I think this helps balance it, but still allows it as an affordable option to pump out enough. General Kael
- If you want these built with reasonable costs, please make them defensible The reason, one build 100 over a base without large weapons is that other ships use up your minerals and 1 or 2 are boarded and used against you. With 100, no one comes with a 100 ships. That is why the Peeps build these. The new higher costs should also address the concern. My recommendation is to include a Transport Inhibitor on this ship. KBJ07675
[edit] 7 Martyr Glory Ship
Anybody else feel a Glory Device is extremly usefull and powerful and should cost a lot more than 900 mc ? Lord Lancelot 10:39, 13 November 2006 (CET)
A key component to the strength to the peeps is that they will destroy your HW with Exploding Glories. Take this away and you need to add conventional offense which makes them vanilla The changes proposed make the Martyr glory a late game devise. I have killed players early game with the Martyr Glory. THe proposals destroys that option as the mineral cost is prohibative. (KBJ07675)
- Regarding the Defiance Weapon Platform you write that the peeps are a mainly a defensive power...Jochen
- Absolutely and I stand by it, the only offense they have is non-conventional. This one of the non-conventional approaches. Please remember that only the stormer glory is really useful in a battle as it is indestructable once it is set to explode. The peeps version is much much more vulnerable and therefore should command a lower price. A peep player has to have cleared all ships and wings from intercepting it to get to a HW. That is no small trick. Early game it is possible by using exploding Barb mines with any race that lacks large ships early (for Example the Aczanny). A very limited offense but a tactic that can work once you have a player down.KBJ07675
- I do believe that Glory ships should cost much much more but as Stormer glories are dirt, DIRT cheap I can't see the price going up further, especially after shopping around for what others cost. Might even forgo the mineral cost increase. General Kael
- If there are worms to pop, price is generally immatterial KBJ07675
- As a non-stormer, they do not work very well KBJ07675
- Consequently they can and should be cheaper than the Stormer version KBJ07675
- i feel the glory device of the peeps is as mentioned above, 1) too vulnerable. 2) rather expensive in comparison. and 3) generall only useful to clear minefields unless of course youve managed to clear out all the interceptors of an enemy homeworld. at one point it was great for clearing out uea and robotic minefields. these two races tend to do lots of mine laying. and in this instance the ship was ok. still slightly expensive but not a whole lot to offer from it other than popping amorphs. which id rather not do to my own homeworld, as the spice they generate in the long run seems profitable, and i certainly wouldnt want to make an enemy homeworld even richer. with that in mind, increase the expense of this ship would be less desirable to me. id probably still build it, but would hate that it costs me o much as half of them are often intercepted which makes it twice as expensive already. since only half of them hit thier marks.---proto
[edit] 8 Genesis Improved Terraformer
Cost 800 MCs (This ship should cost a lot more mc) Lord Lancelot 16:04, 12 November 2006 (CET)
- Agreed, but as the Scalar wave damp will now malfunction, perhaps 1200 MCs sounds reasonable? General Kael
- 2500 Mc like the Anthem is more like it, this ship is at least worth as much. Lord Lancelot 10:08, 13 November 2006 (CET)
- If the Scalar wave Amp was moved to the off-world and the Exodus unceremoniously dumped, I think I would not have the Peep's Scalar wave damp penalized, but either way the price needs adjustment General Kael
- this is and always has been a nice ship, but i agree with the multiple ship thing. i think both amps should be either on one or the other ship. while both soil/enhancers/sterilizers should be on another. or at at least all combined into one ship with both forms or planet heating/cooling. ---proto
[edit] 9 Exodus Advanced Terraformer
Imho most of the ship devices on this ship should be scrapped (even better scrap the whole ship). Details on the devices and why they should be removed below. Jochen 20:08, 12 November 2006 (CET)
- I can't bring myself to scrap it. The ultimate offensive terraformer, how cool is that? Also can't have a Genesis w/o an Exodus... although maybe the Xtal inferno device is a stretch... Either way, perhaps a similar price hike is needed General Kael
- I would recommend scraping it and moving the Scalar Wave Amp to the Offworld Colony Morningstar 06:02, 13 November 2006 (CET)
- Perhaps move the Crystal Inferno Device to the offworld colony too if you wish to keep this device. Lord Lancelot 10:11, 13 November 2006 (CET)
- Thought it's named Crystal Inferno Device?Jochen 17:13, 14 November 2006 (CET)
- This is one of the ships that defines the Peeps. I am glad you decided to keep it (KBJ07675)
- I still say add a size 10 repair bay to this ship, that way you can repair 2 points of hull damage each turn.
- the exodus i never understood, it appears to be an ofensive ship, but with the stress amp? reason i say this, i know the ampo increases the stress thus offering a potential to blow up the planet if you have enough stress applied. that part i understand. but if your sending a ship to orbit an enemy base, you want to do what you can now, not ten turns later or even require ten ships with the same device to do the job. when a base has negative stress, it generally stops producing minerals from the core. if it were to be stress dampered instead, it would cause the base below havoc due to no new minerals. however we put a stress amp on this offensive weapon which in all reality increases mineral output for the enemy below. i think the two stress devices should be swapped. making the exodus more effective at annoying the enemy, and if blowing it up with ten ships is the real goal, you can still do that i suppose. but, why? id rather evioct the current residents and use the planet myself, rather than blow it up. ----Proto
[edit] 8 Anthem Intelligence Probe
Remove the Spy Scanner and even more important the Long Range Mine Detector and the ship would still be worth the money. Jochen 20:08, 12 November 2006 (CET)
Yes this insane ships even at 600 scan range for a low cost of 800mc, and almost zero metals, this is one of the best ship scanner vs cost of the game, this should have zero device so also remove the Bioscanner you have it on a cheap tech level 1 ship anyway, and I would still build plenty of them. Lord Lancelot 20:55, 12 November 2006 (CET)
- Agreed, with its still ample scan range the Spy scanner and Longe Range Mine detector would be almost useless anyways, bioscanner fits the idea though. Also as it has no shield and can hyperjump into enemy territory, but has to wait one turn to hyp again it can be easily boarded w/o boarding laser. Very easily taken. I think with the price going up already (maybe even 1k, more minerals?) and the Hyperdrive malfunction it is much more balanced out. General Kael
- THe problem is not the ship it is trading it. I would not recommend eliminating a single devise. I would recommend adding more if I had my druthers. --KBJ07675 03:41, 14 November 2006 (CET)
- the cool down of the ships hyper makes it to vulnerable for boarding. if this device gets implemnented on the ship i think i would never use it for hostile territory recon. if you want natives add a pod bay and a native dustoff. and forget about defective hyperdrive. its gas tank is so small now, it cant hardly jump very often as it is now. until u manage the higher techs of hyper engines. ----proto.
[edit] 10 Off-World Colony
Instead of scrapping the Hacker droid on the Autonomy, how about moving it to the Off-world and raising the price even higher. Say 75,000MCs? I'd really like this ship to be a larger part of the Peeps as when I played them I don't think I ever bothered to build one. Also, will up crew to 10k. General Kael
- i like this ships navigation/helm, it should hyper a great distance with expensive fuel costs cat L3, and move very lil under warp power.
giving this a hacker droid & drydock and large cargo area makes it the great invader. adding a recruiting center to this ship would make it a great expander. when u combine it with a agro dome and a gambling deck it can support the newly expandable empire from the get go. if the recruitng center was removed from the list and placed on this ship. it would change the range from a slightly stagnate expander to a fully expandable race. and thus would force the race to build defensive orbitals for this new planet. which should be done from this same ship. in order to accompany this plan of expansion it should also be able to have either a particle fountain or laser mining drill. so it generate the minerals to produce the orbital defense ships at the worlds it expands to. combined this with its protomatter cannon, it could jump to an asteroid, mine minerals, fire the cannon, land the new recruits food meds supplies and money to start the new planet, then build orbital defences from its drydock, move on and find another target. this would of course require a need to remove the amnesty from the list maybe. but it wouldnt matter so much if it were on the colony instead anyhow, as it seems to appear you want to reduce the number of recruiting centers over a single base anyhow, and this would make all the diference for that reality to come true. because now its on a ship designed for expansion, instead of being on a ship that has to be towed everywhere. the costs and minerals for this ship is extremely hig in minerals. but if you put the recruiting center on this ship it would make it worth the mineral expense.----Proto
- If you keep it, this is at least on a price hull, I could learn to live with it. Lord Lancelot 10:13, 13 November 2006 (CET)
- I like the Gravitonic Accellerator, It is almost worth building one or two. Moving the Hacker droid to here makes some sense as it limits the peeps ability to hack plans until mid game. Ultimately the mineral cost is so high, I really doubt that the MC cost comes into play --KBJ07675 03:16
- Sounds like a good idea.
[edit] 10 Amnesty Recruitment Center
How bout this beauty getting the Reticulean light beam and Crew abducter that were yanked from the Propaganda? It would seem to fit the ship, and might even encourage some 'risk' of this ship by venturing into enemy territory. General Kael
Hmm, I would like to see this ship coming to me, when not playing the Peeps. :) I would have to say yes to your idea.
Lord Lancelot 12:16, 16 November 2006 (CET)
- Also, along the same lines of making the Amnesty more of an offensive type ship, playing on it's affect on natives, how about... Drops native happiness in enemy bases within 250ly 15 points (max of 50 total w/ multiple Amnesties). Again big risk/reward. General Kael
This one I don't like as it is a Unique Rebel power, and only in 200 ly range for the rebel.
How about it turn on any enemy public space port in a range of 200ly (some ppl turn them off to stop natives getting away to more happy base in 300 ly range), also it as a flat 10% chance that natives build their own PSP, using ressource on base if available (player ressource, player does not need to have planet tech 3), this is not cumulative max 10% per base.
Lord Lancelot 05:14, 23 November 2006 (CET)
- I like it General Kael
This power should work only when peeps crew are on board, and since Peeps have immunity vs Rebel Unique power, I would give the Rebel immunity to this Peeps Power.
Rebel & Peeps could work together to gather Insectoids from the Evil Robot...
Lord Lancelot 08:05, 23 November 2006 (CET)
- Sxcellent ideas all! KBJ07675
- id prefer it if the recruitment center device were given to the off world, to make it an excellent epander, and possibly use this hull as a native attractor? increase native generation and growth over the world it orbits. natives on the planet below will instantly join the base, however if used on enemy bases the natives will rebel against the enemy base. and be recruited by the this ship. it will literally steal 1 native type per turn(400,000 max) over an enemy base. and place them into pods on board the ship. so its not quite a native dustoff device, but more of a native theft device. it showers the enemy base with propaganda to recruit them into the peeps arsenal for protection.
[edit] 10 Liberation Elite Freighter
You add HYP to this ship, before that peeps had no HYP ship with pod bay, Hyp ships with pod bay cost a lot when available and your has 4 pod bay, the first EE ship to have more than 2 pod is the tech 9 Super star carrier, and it has a speed of 50 at warp, please reduce the warp speed to warp 20, and increase price to 2400mc , Hyp pod his great for moving natives and ppl around it should cost. Lord Lancelot
This is a major upgrade for the peeps as it makes them a true hyperspacing race rather than a blend. As it is they can hyperspace but only MC can be transported. I don't see why this would be done other than to make a super race I think this change is probably a mistake but the Peeps will build a lot of these.--KBJ07675 03:57, 14 November 2006 (CET)
With these possible changes the effective distance the ship could travel in 2 turns is 380 (350+10+20) or 190 ly on average per turn (Option A). Not too big of an increase from what they could do with, say a liberty at 150 ly/ turn. So, perhaps the hyperdrive idea should just be forgone and the freighter given max speed 150/ly turn (option B), also reducing the cost to make it worthwhile to build. Or keep speed 70 w/hyperdrive making it able to go 455 ly/2turns(350+35+70) (options C). Either way I think the hyperdrive malfunction will be removed for the Dirk, but I still think it should go on the Anthem since they "barebones'd" it so much and would stay on the freighter if it keeps hyperjump... General Kael
My vote is for B 150Ly warp, no Hyp.
Lord Lancelot 12:04, 16 November 2006 (CET)
If you keep the HYP 350 on this ship, keep the cool down, and consider reducing the warp speed to 20-40 range, like normal HYP race Rebel / EE. Don't forget it is possible to link 2 planets with 385ly (using 4 Liberation) the trip take one turn, it would have taken 3 turns at previous Peeps warp speed. The cool down make Hyp Peeps ships unique and still very usefull. Hyp pod ship help a lot for the economie.
Lord Lancelot 16:30, 18 November 2006 (CET)
- one thing i never understood is why the lessor hyperdrives arent used as maximums for some ships. i think you could find a way to make this work with something around 200 ly jump or less, and have no more the 40 speed warp drive. have it as a short range frieghter and ensure it cant go too far by limiting its fuel tank to more than two jumps without refueling.
[edit] 12 Automy Elite Battlestation
- this ship was useful to an extent, but i hated its small cargo and drydock size. however lets say u move that to the off-world. with the hacker droid. this would still make a great drydock ship/starbase. add the fighter factorys add ore processor, and keep alchemy on it. increase its cargo bay to alchemy much more supplies than it does now, so i dont have to build 3 of these over every world with more than 20mil pop. add some larger weapons and make this ship a combination of the alchemy/ore refinaery and a defense platform. keep the clone lab. but in this way with greater firepower and defense capabilities you wouldnt need the orbital defense platforms as this would substitue it. increase its attack value. and give it a gravity stabilizer so its not used as offense weapon by being towed into enemy territorys. ----proto
[edit] Ship Devices
People's Army ships include the following ship devices:
- Crew Abducter This device dos not go well with the Peeps mentality it should be removed.
- I think this is less an abductor, than simply encouraging defectors to a "better" way. Amaranthine
- This device has been removed from Peeps ship list.
- I think it is a great threat to empty opponents bases from orbit. I see it as giving additonal flavor to the peeps. The peeps are a trading race and trading prisoners is a high profit buisiness. Also the Peeps do not ground assault so well.--KBJ07675 03:29, 14 November 2006 (CET)
- Ground Quake Trigger This device dos not go well with the Peeps mentality it should be removed.
- Hacker Droid They are the race with the most device they do not need this, it would help play balance.
- Their story is that they took the technology of the other races to build their ships. Storywise, this device fits great! Amaranthine
- I agree with Amaranthine 100%--KBJ07675 03:29, 14 November 2006 (CET)
- Amaranthine, I see the WCM as final justice to those who hurt natives, so peeps & rebel should get it... :) Lord Lancelot 01:07, 13 November 2006 (CET)
- Reticulian Light Beam This device dos not go well with the Peeps mentality it should be removed.
- This device has been removed from Peeps ship list.
- The peeps have capture a huge number of devises, the theme is that they have then not that they find them very useful. I'd recommend keep it somewhere.--KBJ07675 03:29, 14 November 2006 (CET)
- Self Destruct This device dos not go well with the Peeps mentality it should be removed.
- Soil Sterilizer This device dos not go well with the Peeps mentality it should be removed.
- Spy Scanner This device dos not go well with the Peeps mentality it should be removed.
- This device has been removed from Peeps ship list.
They should have no evil device.
- Dunno 'bout that, slavery has been known to make one a tad bit vindictive. Count of Monte Cristo anyone? General Kael
I would also remove their Glory Device. But at least you gave them a flaw for the glory.
Lord Lancelot 15:56, 12 November 2006 (CET)
The Peeps don't rely on these devices and you're right they don go well with the race design (as I understand it), so I'd also say drop :
- Crystal Inferno Device remove it (just have a look at the name...)
- Peeps have Siliconoid and Amorphous members, both of which prefer 100 climate planets.
- Scalar Wave Amp This is a tricky one, as removing it could cause the Peeps some trouble getting the minerals in late game, So I say remove it and have them trade for one from another race.
- 2 of the other 3 ships in the game with this device are Tech 10 and quite expensive. The other ship, while lower cost and Tech, belongs to the IMT, which above changes will pretty much remove as a trading partner. The liklihood of Peeps being able to trade for this device is extremely low, expecially given the fact that Lizards or IMT might not even be in the game.
Jochen 20:08, 12 November 2006 (CET)
I have a MUCH Better Solution, Do not let anyone use a peep plan.--KBJ07675 03:29, 14 November 2006 (CET)
I like this. Perhaps give an exception for races with a Hacker Droid. Perhaps even further limiting their use to the UA and Scavs. The UA, being eggheads, can figure out how to make the clunky plans work, and the Scavs are used to working with shoddy ships. Amaranthine 15:33, 16 November 2006 (CET)
[edit] Ship list
The number of ship will be reduced by 8 (from 40), would it be possible to reduce it even more, to something more manageable like 20 hull, instead of the current 40, most hull are not used anyway, and 2 hull average per tech level would be easier to manage when playing them or when playing vs them.
[edit] Starting ships
[edit] Fighter
1 Pill Light fighter changes
- Defense from air attack up to 10
- Armor down to 10
- Cost same
2 Conviction Standard fighter
- Missile Weapons down to 50
- Armor up to 12
- cost down to 100
3 Pesticide Advanced Fighter
- Missile weapons up to 130
- Accuracy Missile up to 100
- Ord load down to 25
- Armor up to 15
- Cost change??? Actually still less effective than Long ranged missile fighters (Bird/Stormer) fighters and more expensive.
General Kael
Well I hope they are less effective, those 2 are the best long range of the game, your new cost should be 350$, and don't forget peeps generate a lot of money, so it is not so high a cost, as the peeps are no fighter race, should we compare them to lizard fighter instead. :)
Lord Lancelot 12:01, 16 November 2006 (CET)
[edit] New Racial Specials
- Suggested racial special power: ships get +30% attack bonus versus IMT (race 818), because IMT grinds up natives for food.
-- Paul Honigmann
- Nice idea. Perhaps Peep ships and bases should always initiate hostile action vs. IMT irregardless of attack settings, or just that turning attack off towards them has no effect General Kael
- This is a fun idea, I'm not sure about "hostile action vs. IMT irregardless of attack settings" yet I have to think about that part. Lord Lancelot 10:16, 13 November 2006 (CET)
- Please add the IMT idea, with no possibilty to turn attack OFF on IMT. Lord Lancelot 12:26, 16 November 2006 (CET)
- Glory devices popping while owned by the peeps should make a large happiness drop (-50pts) to all Peep bases (only same peeps player) (no range limit).
Lord Lancelot 20:45, 12 November 2006 (CET)
[edit] Special
I like the specials on the article page.
Lord Lancelot 12:26, 16 November 2006 (CET)
[edit] Native
[edit] Stats
Light force 81 (to disallow 'enslavement') Law 59 (Again to disallow high taxes) Spy rating 50
In every case the suggestion is to raise the cost of ships in MC but to change the race stats to reduce their ability to generate MC's. Just these two changes will alter the way the race must be played. A through review of the race should be taken before any change is made. Wholesale changes in ship list, devices, economy, and population growth will not be in the interest of the peoples army. Any changes should be small changes to improve playablity and to make the race more complete.
[edit] Graphics
Leader picture is too big and messup client messages to other players, if you keep the same leader picture please use my resized one.
Get it here Changing_Graphics#Peeps
Lord Lancelot 12:52, 13 November 2006 (CET)
I hope the graphic of the peeps can be improved, IHMO they are by far the worst of all races. Lord Lancelot 12:52, 13 November 2006 (CET)
