Yeah, I tried to squeeze in a lot of the various requests for different avatars with "Space Pirate Ninja Demonfolk".
But since the rumor is that they were originally created by the Humans (Haos Redro Corp. and/or Tumbo Robofacturing), it is entirely possible that they aren't really magical at all, and they aren't really demons, they're just some kind of futuristic combination of clone, drone, mutant and cyborg, with some animal* DNA thrown in for good measure. The whole "majickal daemonfolk" schtick could just be psychological warfare, used against the superstitious and suspicious Humans, who already fear the ravages caused by 41st century science.
Clarke's Third Law of Futurological Prediction:
Any sufficiently advanced technology is indistinguishable from magic.
*After all, two thousand years hence and twenty light-years from Sol, the camel and the elephant may be as extinct and legendary as the dodo or the unicorn; the only animals future Humans will be familiar with are similarly feral, invasive, weed-like species: pigeon, rat, cockroach, ant, dog, cat, crow, etc. (vermin species, like: Humans, dandelions, ivy, purple loose-strife, mice, rabbits, etc.)tl;dr: Maybe they
are cyborgs, and they're just messing with their enemies' minds, pretending that all of their weapons are "magic" and "spell-weaving". We still want the game to play like a shooter/slasher game. I do
not want to make an RPG about killing swamp rats. I just think the Third Race should have area-effect and team-effect weapons, to make them play uniquely different from Humans and Aliens.
I thank you all for your comments and your interest. It is veteran good players who we must convince that this mod is worth playing. Thanks,
Equi.
amz181, I very much appreciate the critique, since you have presented your thoughts in a constructive and coherent manner. I hope you will remain interested in this mod, and that you will consider joining us, to help make it the mod you want it to be. Please continue to brainstorm on the possibility of double-teaming and alliances, for further on down the road this will be a bridge we will have to cross (probably burning it as we do). I still do not see it as insurmountable, for we can also simply have two-faction games on the curent maps (HvU, AvU, AvH), and until large, three-faction maps are created, this is indeed the way the "mod" will develop. Please feel free to follow the thread-link in my sig, and join in the conversation, or get on the team. Cheers!
@
Plague Bringer/
your face: This is why I love you guys. Positive mental octopus.

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bleach: Thank you for your comments. It seems that you, Plague Bringer, and amz181 are already thinking of strategic and tactical considerations. We hadn't quite gotten to the actual mechanics of three-way gameplay, although we have spent about two months tweaking the weapons, ranges, damages, team-affect abilities, area-effect abilities, structure statistics and etc. I would welcome a discussion in this thread or elsewhere of potential alliance variables. We have our own forums, an active website, and may have a wiki in the near future. Join us, and help us make this the mod that you want to play!