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Ein Übersetzungsproblem melden
Questions:
1. The description mentions "Human lore". Is this an error?
2. What in the name of Cronenberg happened to the Mrrshans? How were they infected in the first place? And what was the agent that infected them? Will it appear in the game as some sort of a Darlok super weapon (for example, an easy way to capture enemy non-biologic ships)?
3. How was it that the captain was not affected? Was he/she/it a Darlok him/her/itself?
4. So the Klackons use bioships? How will that affect them in the game? Will they have special resistances/vulnerabilities?
2) From what I gathered it's an experimental bio weapon (We do have 2 bio weapons in the game, could it be one of those? That's up to the reader)
3) Darloks are known to be very clever, they are known for their subterfuge so it is possible.
4) This is actually a good question and something that would be cool to see if it's doable in the game.
Could that be a hint at boarding parties..? ;-)
If that's the case, does that mean that they will be more effective against some races in the finished game than others?
I guess that the Darlok(s?) in the story could have been imunized specifically, but if the Klackons rely heavily on biotechnology, wouldn't that just make them a lot more vulnerable? Amd if the story is any indication, the Mrrshan seem to be unusually vulnerable themselves...
On the other side of the spectrum, it would make zero sense for a bioweapon like this to even affect Silicoids and possibly the Meklar due to their radically different physiologies...
(I know the game doesn't really need this, but I just can't help not to point out plot holes...)
Been a Klackon fan since MOO1 first came out!
Well, the tech is already in the tree (marine pods I think it's called?) and the description says boarding, sooo.... I'm confident :)
Would make the battles a whole lot more interesting too... protecting your troop transports + keeping your ships from destroying the ones you want to capture.
In MoO2, "troop pods" simply doubled the amount of marines on board the ship. The tech to send boarding craft was called "assault shuttles".
Also, there were 3 types of boarding in MoO2:
1. Park your ship along the side of the target that has disabled engines or is caught in tractor beams.
2. Destroy the targets shields facing your craft and beam troops aboard (required transporters).
3. Send assault shuttles over and hope they don't get shut down on route.
1. I love the way that the Klackon and their unique hive collective is described, could this be translated into the game similar to in MOO2 in the government tab.
2. The idea of a Bioship is interesting, and makes me wonder how this would play out in all implications. In theory it could the effect of having enhanced colony ships, such as Klackon colonies starting with Hydroponic farms(When Researched) due to the ship itself being "bred" for a specific purpose.
3. I doubt it, but could this lead in game to more natural disasters that could affect individual ships? and if so, could this in turn allow a ship from another faction to recover the damaged ship?
4. The Darlok are know for clandestine activities, but I wonder if maybe they will have a racial ability to attempt to sabotage ships on the map without going into battle, or before battle. Perhaps even by having a special ship that sacrifices for some kind of chance at disabling or capturing enemy vessels by "replacing" crew members on those vessels.
I bring this last point up because the Darlok have to use a shuttle from the derelict Mrrshan ship to escape. Maybe a spy ship that works similar to an assault shuttle from MOO2 but with control on the campaign map.