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 The Nechori Saga 
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Joined: Mon Jul 19, 2010 12:42 am
Posts: 584
Location: On my Starship
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Here is my next saga...I hope everybody will like it...

Mysterious Raiders 2 completions
Several trading ships were raided recently. We're not sure why, especially since the ship and most of the materials onboard it were left unharmed. The crews however were dead...their cells depleted of energy. It was as if they were mumified. Investigate, see what you can find about the attackers, and what they left behind.
Rewards-Nechori Handguns-Adds 30 raid, and 30 raid defense to your ship.

Laying the Trap Four completions
Hm. The Nechori then. We have heard rumors about them...mostly mythological in origin. They have a vampiric ability to drain cellular energy. We must teach them a lesson. Pose as a merchant ship, and when they try to board, destroy them.
Rewards-Nechori Harvester-The Harvester drops Nechori Harvesting structre-size 8 module that adds 50 raid, 20 attack, and 20 hull.

The Nechori War 10 completions
Foolish Nechori...we defend ourselves so they declare war. Attack them, and build monuments out of their ship parts.
Requirments-Nechori debris...found by disabling their ships on the battle tab.
Rewards-Nechori Monument-Adds 150 defense, and 150 invasion defense. limit two per planet

Adapting to the Nechori 2 completions
Using the debris from their ships we have discovered ways to emulate Nechroi technology. Quick, finalize research.
Rewards-Nechori Subspace Pulse Cannon-size 2 module, adds 25 attack.

Nechori Salvage 5 completions
We have also found ways to make their shields compatible. Construct them quickly.
Rewards-Nechori Barriers. Size 15 module, that adds 35 shield.

Final Battle 12 completions
The Nechori are launching a massive offensive. They must be stopped. Quick, to the front, and spare no Nechori ship!
Requirments-Nechori Debris.
Rewards-Nechori Bio-Resin-size 1 module, adds 15 defense, and 70 hull.

Nechori Defeat 1 completion
(Your race) enough! We understand our foolishness. We have much to offer you in return for peace. Here, take this expiramental escort ship. It's ability I'm sure you will enjoy.
Rewards-Nechori Test Ship-Grants the passive, "Drain abilities" when attacking, or being attacked this ship has a chance to drain enemy attack, defense, shield or energy and add it to your own. Also offers the the "Reflect" ability. It has a small chance of redirecting 2-5% of enemy attack back at them.

Nechori Alliance 1 completion
(Your race) you see how helpful we can be. If you wish, we can add you to our race. I hope you will consider it sometime...
Rewards-Nechori Bio Chamber-Allows you to be Nechori when changing races.

The Nechori-A race of vampires that drain chemical energy from a target by touch. They raid other ships in order to replenish themselves. Some of their technology was inspired by their physiology, and that is their racial ability. They have the passive, "Energy re-director modules" For every 10% of damage you take, you gain 5% attack, and defense. Their ships resemble large crescent shaped things, with several domes protruding out the back, and two large claws trailing behind it.

Like them? I have two more sagas to put up soon, I hope people like the races.

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Mon Jan 17, 2011 9:27 pm
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Joined: Sat May 22, 2010 6:22 pm
Posts: 1760
Location: On the bridge of the Vikiera
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Pros:
*Great introductory plot, introducing the mystery that reveals the race.
*Good take on a "vampire race" with giving a scifi explanation.

Cons:
*The missions are a bit too obvious of "Do A, get B" as most of the rewards are reverse-engineered or made of scrap (literally, not figuratively).
*The Nechori War mission looks like battle comes out of nowhere and in the Nechori Defeat mission, it stops just as suddenly.
*The Nechori Subspace Pulse Cannon is a long name, and a very small size with its bonus.
*Your first 2 modules note raid bonuses but not how they effect it, though I assume you mean it counts as extra crew in raids.
*The Nechori Test Ship abilities and Nechori racial ability don't describe when they wear off, what circumstances activate them, and what limits are there to the bonuses. (got to be sure they are balanced)

I would suggest: (sorry to be rude if you are already doing this or if you don't agree)
*Build the story before the reason. It is easier to make rewards that fit the mission than to make a mission to fit the rewards.
*Try to be simple in ability mechanics, possibly altering effects already in the game. That makes it the easiest to implement if it gets into the game.
*Build modules approximately size 10 and buildings around size 2, as they are the easiest to balance against previous mission rewards that Dan already made (such as the Zolazin Jammer at size 10 and cloak 40)
*Give more background to the Nechori. The more immersion the more "alive" the story becomes.

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I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets.
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Mon Jan 17, 2011 10:56 pm
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Joined: Mon Jul 19, 2010 12:42 am
Posts: 584
Location: On my Starship
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Hm. I see. I do agree Zophah...I'll try that in my next two sagas that I'll put up soon. I don't really want to change anything right now, and the Nechori are not really my favorite race I've made up anyways. Look forward to the Gurkelan, and the Hominn.

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Mon Jan 17, 2011 11:39 pm
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