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Re: [SG/DS] Help designing aliens

From: "staremu" <star_emu@h...>
Date: Fri, 28 Feb 2003 06:53:22 -0600
Subject: Re: [SG/DS] Help designing aliens

One thing I wanted to simulate was that the Tonk are not cold or
unemotional, but very even tempered, not given to severe emotion either
way.
I see this as makign them more steady in combat, but also harder to
motivate
to rash action.  In additon, parto f the anatomy I developed was a
heightened olfactory sense.  They have no nostrils but a large area of
their
face is permiated with olfactory nerves.  I see this as giving them an
advantage to sopt hidden troops, though on the other hand a battle field
being full of strong odors anyhow, might be masked enoug hfor this to be
moot.

Thoughts?

Eli
----- Original Message -----
From: <Beth.Fulton@csiro.au>
To: <gzg-l@csua.berkeley.edu>
Sent: Friday, February 28, 2003 12:47 AM
Subject: RE: [SG/DS] Help designing aliens

> G'day,
>
> >What are important things to address?
>
> Command and control
> Morale
> Armour
> Direct fire
> Melee
>
> and not necessarily in that order ;)
>
> >What should I avoid?
>
> Being the absolute best (or worst) at all of the above.
>
> >Any short-cuts?
>
> Use the humans as a basis and then make modifications from there
always
> remembering for every up add a down. This can be an iterative process
as
> somethings that at face value are an up can turn around and play out
to be
a
> substantial down!
>
> Given the general outline you provided I think Brendan's suggestions
are
> pretty close to what I would've put forward too. You'll find that even
such
> a simple list of changes will modify how you play. Being forced to get
so
> close to fire effectively means you're probably more likely to end up
> charging into HTH where you have a potential advantage anyway... which
can
> match the "rhinos have bad eyesight so attack/appear cranky"
perception
etc.
>
> Cheers
>
> Beth
>

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