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Suggestions for tech changes (future Nova game) Wed, 02 June 2010 22:25 Go to next message
Coyote is currently offline Coyote

 
Lt. Commander

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If you could change the Stars! techs around a bit, what would you change?

I've done some modifications and testing with StarEd in the past, and have a couple pet ideas, but I'd like to hear from everyone else.

This is not for changes to the Race Wizard / hardcoded race traits, just for tweaks to tech items.


As a general rule, I'd like to spread techs out over more levels, to make all tech fields useful to research all the way up and make eras last longer.


[Updated on: Wed, 02 June 2010 22:27]

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Re: Suggestions for tech changes (future Nova game) Thu, 03 June 2010 04:01 Go to previous messageGo to next message
gible

 
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Make them open ended...not necessarily with things to gain at even higher techs, but so that you can (eventually) miniaturise everything down to the minimum size.

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Re: Suggestions for tech changes (future Nova game) Thu, 03 June 2010 18:59 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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I think making open-ended tech levels (beyond 26) would be outside of what I could do, it'd take messing with the source code.

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Re: Suggestions for tech changes (future Nova game) Thu, 03 June 2010 22:50 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

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Hmm, armor could use some work, what with RS being so good. Up the dp a bit and spread them out a bit more evenly, say:

Superlatanium 24 2000dp
Valanium 20 1200dp
Neutronium 16 800dp
Kelarium 12 400dp
Strobnium 8 250dp
Crobmnium 4 150dp
Tritanium 0 100dp

- These two are still good because of the weight -
Carbonic 100dp
Organic 200dp

- Keep the other values the same for these -
Fielded Kellarium 10 300dp
Depleted Neutronium 10 350dp
Mega Poly Shell 14 600dp

These are just off the top of my head, but the values should be balanced enough. This kind of improved armor certainly wouldn't be a viable replacement for taking RS, but it might lead to some of the lower-end armors actually being used in something other than an overcloaker.

I would be tempted to do something with bombs, but that is tricky. The longer you have to wait for decent bombs, the more of an advantage IS, HE, and -f races have (all better than normal against bombs, whether through better defenses or faster rebuilding).



One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.

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Re: Suggestions for tech changes (future Nova game) Fri, 04 June 2010 01:57 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Well, as far as armor I'd thought about trading the Beam Deflector out for a couple of deflecting armors to throw into the mix. Maybe some other specialist armor too.

For bombs... I really think Smart Bombs could use some love and be made a bit more effective. Also, considering a "nanite bomb" - high-elect-level smartbomb that eats installations but doesn't harm pop. Might help break those fortress worlds open a little in the endgame.

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Re: Suggestions for tech changes (future Nova game) Fri, 04 June 2010 14:03 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Marduk wrote on Thu, 03 June 2010 20:50

Hmm, armor could use some work, what with RS being so good. Up the dp a bit and spread them out a bit more evenly, say:

Superlatanium 24 2000dp
Valanium 20 1200dp
Neutronium 16 800dp
Kelarium 12 400dp
Strobnium 8 250dp
Crobmnium 4 150dp
Tritanium 0 100dp


You have to be careful of overflow bugs.... consider the max value for armour on a specific starbase... if you overflow the value then you have effectively none Smile

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Re: Suggestions for tech changes (future Nova game) Fri, 04 June 2010 14:58 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

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donjon wrote on Fri, 04 June 2010 14:03

Marduk wrote on Thu, 03 June 2010 20:50

Hmm, armor could use some work, what with RS being so good. Up the dp a bit and spread them out a bit more evenly, say:

You have to be careful of overflow bugs.... consider the max value for armour on a specific starbase... if you overflow the value then you have effectively none Smile

I consider that a non-issue... I have never actually run into it in a real game, and it is easy enough to avoid when designing the base. By the time I could use superlatanium I generally don't waste minerals and resources on base defenses and weapons. They are too easy to kill anyway so I just include enough to deal with harassment.



One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.

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Re: Suggestions for tech changes (future Nova game) Fri, 04 June 2010 15:44 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Weapons need the most work IMO. You start with a blue laser, and work your self up to an AMP. The DP between them is not quite right.

The range of damage between the Phasors and Blasters is close to right, meaning by the time you get to Blasters, you usually switch to BB's with blasters, from Crusiers with bazookas/colloidials, and your ships are just marginally better. Meaning you can still fight from one level to the other, and have a decent chance of winning on either side.

Going from Blasters to Disrupters is just to big a jump in damage, while defense has remained close to the same. However, it is doable with miniturization and luck.

Amps on Nubs really create another "level" x2.

How would I fix this? I think the situation is a little more complex then just upping the damage on the lower weapons, or reducing the damage on the upper weapons. I think upping the damage marginally on the lower weapons would help, and if that is all you are asking, then that is what I would do.

However, if you really wanted to "fix" the game, you would need to restructure the whole weapons, shield and armor tree, and add more ships hulls. Possibly a mini-nub, that you could get around Con 12-16. Giving the same level of flexibility, but not as many slots. Say 9 slots of 3...

Also, I've often thought it would be nice if the smaller and lighter hulls had a boost to their overall speed. Sort of a "nimble" factor.

This is all well and good, but truly I can think of tons of changes that would really make the game great, but can't be modified, probably not in the freestars version either.

Just having hosting options built in, that would allow you to disallow componets and actions, have universe creation options, plus much more. Just an overall refinement of the game setup process would be stellar.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Suggestions for tech changes (future Nova game) Fri, 04 June 2010 15:44 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Marduk wrote on Fri, 04 June 2010 12:58


I consider that a non-issue... I have never actually run into it in a real game, and it is easy enough to avoid when designing the base. By the time I could use superlatanium I generally don't waste minerals and resources on base defenses and weapons. They are too easy to kill anyway so I just include enough to deal with harassment.

Consider it a non-issue if you wish but I recall playing in a mod where it became a real problem Smile

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Re: Suggestions for tech changes (future Nova game) Sat, 05 June 2010 10:56 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mlaub wrote on Fri, 04 June 2010 21:44

it would be nice if the smaller and lighter hulls had a boost to their overall speed. Sort of a "nimble" factor.

You mean overall battle speed? Deal

Perhaps add to them a base "Jamming" too, as they'd be more likely to skirt missiles. Rolling Eyes

Oh ho, chaff would become a leetle more complex!! Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Suggestions for tech changes (future Nova game) Mon, 07 June 2010 09:51 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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m.a@stars wrote on Sat, 05 June 2010 09:56

mlaub wrote on Fri, 04 June 2010 21:44

it would be nice if the smaller and lighter hulls had a boost to their overall speed. Sort of a "nimble" factor.

You mean overall battle speed? Deal

Perhaps add to them a base "Jamming" too, as they'd be more likely to skirt missiles. Rolling Eyes

Oh ho, chaff would become a leetle more complex!! Twisted Evil


Yes, battle speed.

I've thought about that, or making the jamming and Beam deflection (harder to target, effectively) on smaller hulls more effecient. That's one of those ideas that would need play testing in the new environment.

And yes, that would make chaff interesting. Although, if I were to do a game rewrite, I would program in more complex player targeting options. Something were you could define firing options against specific targets via ship class, weight, weapon, FP, DP, overall ship rating, movement speed, jamming, etc. Or, if I didn't do that, I'd fix it so the targeting algorithim didn't fire at chaff first. Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Suggestions for tech changes (future Nova game) Mon, 07 June 2010 20:14 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mlaub wrote on Mon, 07 June 2010 15:51

I would program in more complex player targeting options. Something were you could define firing options against specific targets via ship class, weight, weapon, FP, DP, overall ship rating, movement speed, jamming, etc.

That would be cool! Cool

Quote:

Or, if I didn't do that, I'd fix it so the targeting algorithim didn't fire at chaff first. Smile

But chaff, in whatever incarnation, still has to exist. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Suggestions for tech changes (future Nova game) Tue, 08 June 2010 00:54 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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No it doesn't - boost jamming and/or make standard torps useable. Thumbsup 2 The armor upgrade would help, but paired with a rearrange of starbase slots to prevent overflows.
I'd consider getting rid of the nubian altogether or making it into a lighter combat ship.

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Re: Suggestions for tech changes (future Nova game) Tue, 08 June 2010 14:41 Go to previous messageGo to next message
Einherjock is currently offline Einherjock

 
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I would add Experiense to ships. As ships survive battles, they become more effective (improve targeting, jamming, damage, defense, etc.). Eventually, a DD could take on a CC, or a CC a BB. It would also make it more difficult to decide to eliminate a Design to free up for another.

Oh, and then I would increase the Design slots to more than 16. Hmmm, why not unlimited?

-Einherjock

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Re: Suggestions for tech changes (future Nova game) Tue, 08 June 2010 16:01 Go to previous messageGo to next message
donjon is currently offline donjon

 
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16 is four bits allocated for design #...
8 is three bits for starbase design #...
unlimited would be tricky...
but mostly unlimited could be done Smile

256 is 8 bits...

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Re: Suggestions for tech changes (future Nova game) Tue, 08 June 2010 17:34 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Einherjock wrote on Tue, 08 June 2010 11:41

I would add Experiense to ships. As ships survive battles, they become more effective (improve targeting, jamming, damage, defense, etc.). Eventually, a DD could take on a CC, or a CC a BB. It would also make it more difficult to decide to eliminate a Design to free up for another.



I object, this creates a snowballing effect where the powerful become more powerful without having to invest anything they wouldn't otherwise. Besides, it can't be done with the tech so is beyond the scope of this thread.

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Re: Suggestions for tech changes (future Nova game) Tue, 08 June 2010 19:47 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Coyote wrote on Tue, 08 June 2010 16:34

Einherjock wrote on Tue, 08 June 2010 11:41

I would add Experiense to ships. As ships survive battles, they become more effective (improve targeting, jamming, damage, defense, etc.). Eventually, a DD could take on a CC, or a CC a BB. It would also make it more difficult to decide to eliminate a Design to free up for another.



I object, this creates a snowballing effect where the powerful become more powerful without having to invest anything they wouldn't otherwise. Besides, it can't be done with the tech so is beyond the scope of this thread.


Well, it could still work... 2 more ideas I have had over the years. First is rework shields. Either make them "leaky" or treat them somewhat like armor is treated. In other words, do away with the "damage shields first" model, which is absolutely ridiculous anyway. Battles should be more bloody for the winning side. It becomes silly to win a battle involving thousands of nubs, and not lose a single ship. I'd also like a weapon that bypasses shields completely. That would make it even more rock paper scissors IMO.

The other idea is add resource maintenance to each item. Lots of games do that, and it does make sense. Things break. It could also make it possible to completely lose your fleet, and survive.
Which is something Stars has always had an issue with. Lose your fleet, most likely you just lost the game.

That is not necessarily a bad thing, but it would be nice to see if it could be made better. So people stick around when they lose their fleet.

Either of those could help in keeping "experienced units" under control.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Suggestions for tech changes (future Nova game) Tue, 08 June 2010 20:02 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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mlaub wrote on Tue, 08 June 2010 16:47

. I'd also like a weapon that bypasses shields completely. That would make it even more rock paper scissors IMO.



Me too.

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Re: Suggestions for tech changes (future Nova game) Thu, 10 June 2010 01:40 Go to previous messageGo to next message
tridae is currently offline tridae

 
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Well torpedoes damage both armor and shields. Isn't that enough?

(sorry if I sound stupid. I never played against a human)



If you want a first-time noob to duel, I'm open.
I'd rather be beaten by a human than beat an AI.

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Re: Suggestions for tech changes (future Nova game) Thu, 10 June 2010 03:39 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
  • All armors: (but the first one) weight halved, cost cut by 1/3.
  • All scoops: (but FM) cost and weight cut by 1/5. Tech requirements decreased by 1-2 levels.
  • Remote miners: efficiency increased by 20%.
  • Remote mining hulls: armor doubled, added 1*1-3 shield+armor slots. Maxi-miner hull tech decreased to con-8.
  • "Miner" hull changed to warship, available at about con-21 as a super BB (BB with 3*2 all-purpose slots and one 3*elec slot changed to elec+mechanical).
  • DN's hull gets one elec slot as elec+mechanical slot, "nose" slot increased to 3 items.
  • Mini-Morph: only 1 engine.
  • Meta-Morph: only 2 engines.
  • Torps and missiles "swapped": all torps do double damage, but have low accuracy and initiative, shorter range and increased weight. Missiles would become "kill-through-shields-and-jamming" weapons.

BR, Iztok


[Updated on: Thu, 10 June 2010 07:30]

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Re: Suggestions for tech changes (future Nova game) Sat, 12 June 2010 14:24 Go to previous message
Coyote is currently offline Coyote

 
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iztok wrote on Thu, 10 June 2010 00:39

Hi!
  • All armors: (but the first one) weight halved, cost cut by 1/3.
  • All scoops: (but FM) cost and weight cut by 1/5. Tech requirements decreased by 1-2 levels.
  • Remote miners: efficiency increased by 20%.
  • Remote mining hulls: armor doubled, added 1*1-3 shield+armor slots. Maxi-miner hull tech decreased to con-8.
  • "Miner" hull changed to warship, available at about con-21 as a super BB (BB with 3*2 all-purpose slots and one 3*elec slot changed to elec+mechanical).
  • DN's hull gets one elec slot as elec+mechanical slot, "nose" slot increased to 3 items.
  • Mini-Morph: only 1 engine.
  • Meta-Morph: only 2 engines.
  • Torps and missiles "swapped": all torps do double damage, but have low accuracy and initiative, shorter range and increased weight. Missiles would become "kill-through-shields-and-jamming" weapons.

BR, Iztok



Actually, I'd consider moving the engine requirements up higher and decreasing the maximum safe speed for low-tech engines - so, say, the QJ5 risks explosion at warp 7 or above, or maybe simply can't hit warp 8 no matter how hard you push. If possible, higher tech engines could be added that go up to warp 12. This would make the Propulsion field worth researching all the way up.
Also, I would increase the weight of ramscoops to be over that of standard engines, to make players face a choice in what to outfit their warships with - efficient engines, or agile ones.
I don't think mining hulls need much work - maybe more fuel, that'd be a lot more useful than defenses. I'd get rid of some of the hulls too, maybe leave just Midget (ARM), Mini, and Miner(no OBRM). I do agree that mining bots should be better.
I don't think the Dreadnaught needs any work, especially if we use more useful armor items. Likewise, I think a smaller, lighter hull that can fight toe to toe with BB/DN hulls would be more useful than a super-BB, as it'd be better for counterdesigning if you can outmaneuver the enemy. Kinda like how nubians are now, but not ridiculous.
The torp/missile swap would be fine with me. Might be a little counter-intuitive if the graphics are the same, but yeah. Very Happy I'd do some beam renaming/reimaging too, so say, "lasers/phasers" are range 1 weapons, "blasters" range 2 and "disruptors" range 3. The range zero weapons should have something done with them too.


[Updated on: Sat, 12 June 2010 14:33]

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