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Re: Rebuilding Race Traits Wed, 31 January 2007 01:07 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Neo the White wrote on Tue, 30 January 2007 09:34

also I think we should not make the tech tree so limited and rigid.
like for example the gadgets should be upgradable



There can be devices or abilities that auto-improve with your tech level. Why not? Maybe there will be. An example could be the Biotech-based armor, that could become stronger as a function of bio level * con level.

I've suggested making conventional torpedoes have longer range than capital missiles, so combined with lighter weight they'd be a viable counter to them (but weak against conventional beamers).

Another idea is to add ballistic weapons, which have long range, moderate accuracy, and light damage that goes directly to armor. Inaccuracy will increase, say, 50% per square, meaning battle computers will increase their effectiveness at longer range. Capacitors will increase their damage at shorter range. Thus, you can choose to boost either damage or range. They'll be subject to the kill limit of missiles so they won't be overly powerful against swarms and chaff. They'd also require high Propulsion tech, roughly equal or slightly higher than their Weapons tech requirement.

Quote:


and also players should be able to trade blue-prints of their native tech.



Thus removing much of the point of taking traits that give these techs.

Making it easier to trade tech levels is a good thing. Allowing people to make their disadvantages irrelevant and gain advantages they didn't pay for seems like a really bad idea.

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and to add more reality to the game the tech blueprints that are traded and the ordinary tech in your tech tree should be upgradable in a way that each player can choose how it will be upgraded.

so it would result in different cloaking devices and different lasers,etc

the choices should be between things like
micromanagement - it will cost less but wont become more powerful
increase efficiency of ... - so it will become more powerful but will also cost more.
50% miniaturization 50% efficieny - it will halve the resources spend resulting in 50 50 with mm and eff.
x% of min. and y% of eff



Race traits can change this sort of thing... something like Improved Miniaturization, like BET without the pain.

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further, the fuel spending should not be so damn rigid in the game.



Hmm? How do you mean, "rigid"? The above traits list gives you lots of engine options.

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like a race would never stop being stupid and learn to do things better.



I feel this way about humanity a lot... Mad

Game-related answer: that's what research is for! New idea

It's certainly possible to have traits set certain devices at a much higher tech level than other races would get it as. Eg: Aggressive Instinct could mean you don't get any mines until Bio 12/Weap 14/Elect 15, where you get a special mine pod equivalent to what everyone else gets at Bio 4.

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some LRTs should be possible to change during the game.

What?

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not to fit another rigid LRT but that and also add some unique possibilites. like some LRT will later on allow you to research even more gadgets.



They already do that. There's plenty of instances with the above trait list that make things available late in the tech tree.

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and that by researching in different ways you could come to not only unique results but also very very unique gadgets.



This is already the case.





List edit: improved Aggressive Instinct invasion bonus to 25%, reduced Terraforming Prodigy's planet size penalty to 20%


[Updated on: Wed, 31 January 2007 01:16]

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