Board Thread:Custom Lore Development/@comment-25356210-20160316023355/@comment-25606723-20160318115519

Edacnik wrote:

Eureka Enderborn wrote: Survivalists. We start on equal footing that way. Say, eight colonized systems each? Interesting idea... Instead of some being more powerful than others, though, naturally, some factions are just better. Oh, and I came up with my strengths and weaknesses:

Strengths: Pretty good numbers. Racial advantages (three different races). Religious composition. Powerful energy sources that enemies can't tract how it was made. Good ships. Good troops. Excellent tanks.

Weaknesses: No "cowardly" technology like designated snipers, artillery, or bombing vessels. (Still have mother ships that can bomb from space) Tanks are large, which is sometimes a disadvantage. Not good at making friends, due to hating all other religions. Little weapon diversity. No "small fighter ships" I have 6 planets in one system...

Strengths: Extremely effective close range plasma weapons for close range fighting as well as effective snipers. Ground troops are usually quick and hard to hit. In space battles their ships are quick and heavily shielded and armored, and are most effective at very long and very short ranges as well as in orbital bombardments. Their planets are equipped with orbital defense units. Since they only have one colonized system, it's easy to defend.

Weaknesses: No form of 'tank' whatsoever. Relatively low numbers. Ground troops have relatively bad armor. In mid-range engagements, they have a huge disadvantage because of their inability to use the Railgun or the Plasma Turrets and torpedoes effectively. Lack of other inhabited systems makes it difficult to replace lost ships, armor, and weapons. Low reproduction rates make it nearly impossible to easily replace lost troops.