Bending the Rules, Breaking the Law The option to do things the Admiralty frowns on, and the Quorum Forbid. What? No I don't want my new ship to be CNP compatible. *Ship Building and Editing* Being able to design your own Gunstars, Carriers, Cruisers, Assault ships, Etc and propose the designs to the Quroum and get them put into the fleet. Tactics, Stealth, Surprise- It might not work on the Cylons, but Human brains still fall for 'good old' tricks. Boarding and Marine action: Sometimes you 'don't' want to blow up the enemy ship. Load Heavy Penetrators against armored targets, or set your Flak rounds ot contact detonation if your facing something a little more 'imporvised.' Crew Building: Pick your officers, screen your enlisted, and put together a team worthing of the name 'finest' in the fleet. Missions that are simulations where the rounds fired are virtual and your character is scored based on their performance. War Games: Friendly Fire, that's actually friendly. the Saggies just can't let it go, can we? They, I meant they.> Pirates, Terrorists, and other Human foes. More Conspiracy, Plot, etc: Politics in the fleet, in the colonies, etc. Picking your Home Colony: Different Pro's Con's to each. It could start maybe 15-20 years after the Armastice. You play as a single character rising from a Cadet in the Colonial Academy working there way up. I like how it's been presented and how it gives us a chance to punch back against the Cylons rather than having to constantly run from them, like in games based around the Galactica's Exodus or go down fighting, like in Mod games like Diaspora. I know this may seem like a premature topic.
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