Advantages of the Networkers:
- 200% reletive shield strength. (Or the resilience of 250 KT armor.)
Tim's response This can be done just by giving their ship the
advantage of being able to use powerful shields. These are the shield
limits that any ship can have.
Sheild Limits: 30 40 80 210 350 400 900 1000 1500 3000
My Reply. I envisioned the networkers as having flimsy ships which
are held together by their shields. While up, the shields
act like armor. The ship takes 50-75% damage reletive to
its low mass. Once the shields are gone, the ship doesn't
last long.
- The ability to cloak a planet and all orbitting ships.
Tim's Response
Build this power into a ground unit (Very large tank like unit)
My Reply: My ground units are buildings.
I plan on not using resources for this structure to do its cloaking, like
current terraformers. Once the cloak is finished, temp 50, this structure
has to do something else. It's either the computer center, used to educate
the natives, or the temple which is a type of rehabilitation center to
counter the effects of contraband.
- Being Parasitic, the natives are 3% less likely to get angry with them.
Tim's Response: OK
My Reply: OK with me as well.
- They can sense cloaked vessils and inexperienced pirates cannot rob them.
Tim's Response: This will be a hull advantage.
My Reply: I'd like it on all unique networker ships. I envisioned it
as a property of a parasitic race.
- 17% higher chance of cloak failure near a networker ship.
Tim's Response: OK
My Reply: Agreed.
- Impervious to climate.
Tim's Response: OK
MY REPLY: Agreed. (finally, A race advantage...)
- They can find a cloaked ship to within 1 ly. If it tries to tow, its
location will be known.
Tim's Response This will be a hull advantage
My REPLY: Again, I had it planned as a race advantage so I'd
like it on all unique networker hulls.
- Networker energy skill gives each ship the equivelent of 1 aux generator
extra output on all ships. Maybe?
- Immunity to Amorphous natives. They can even bond to the worms.
Also a Maybe.
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