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Technology Levels now IMPLEMENTED! |
Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2004-02-10 13:31  
Technology levels have been implemented in BETA and are currently being tested. Here are some notes, explaining these changes in more detail...
- All planets now has a technology level which starts at 0 (zero) just like population does. The technology level will rise slowly, based on population up to the planets "Research" statistic.
- Building a colony hub gives you +10 research, so that planet can move up to technology level 10 with nothing more than a hub.
- Each Research Lab adds +10 more research, thus +10 to the maximum technology level for the planet.
- Any population loss (plague or bombing) causes the technology level to drop based on the amount of the population killed. If for example, you have a population of 100, and 50 are killed, your technology level will be halved. (i.e. technology level of 100 would goto 50)
- Structures, Devices, ships, etc have technology level requirements. Getting a ship will require the technology level of the most advanced device on the ship.
Please, post any comments or questions concerning tech levels to this topic...
Thanks,
Richard
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-10 13:36  
Mmm....keen!
I see so many possibilities to persue from the design side with this...
*Insert evil laugh here...*
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Lupino Cadet
Joined: March 23, 2002 Posts: 359
| Posted: 2004-02-10 14:24  
It all sounds good, except for the pop. loss = tech loss. Now I can understand if half your population is lost you'll lose some abilities, but for example unless you killed off every person today involved in airplanes (building, flying,ect.) that doesn't mean we'll suddenly lose the ability to build new planes or pilot them.
Perhaps something less drastic, like for every 2 lost population equals 1 lost tech?
_________________ \"Time is the best teacher; Unfortunately, it kills all its students!\"
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Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2004-02-10 14:33  
im just wondering is this for the idea of having technology level ships?
forinstance lv 100 armor on ships.......being more powerful than other armor of say a planet that has a lower tech level?
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-02-10 14:38  
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On 2004-02-10 13:36, Gideon wrote:
Mmm....keen!
I see so many possibilities to persue from the design side with this...
*Insert evil laugh here...*
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some how i got the feeling gideon was thinking of a QSB defense base
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- Axi
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-10 14:47  
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On 2004-02-10 14:24, Lupino wrote:
It all sounds good, except for the pop. loss = tech loss. Now I can understand if half your population is lost you'll lose some abilities, but for example unless you killed off every person today involved in airplanes (building, flying,ect.) that doesn't mean we'll suddenly lose the ability to build new planes or pilot them.
Perhaps something less drastic, like for every 2 lost population equals 1 lost tech?
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That would only happen on planets that rely solely on population for tech.
Remember, research labs also provide research points, as well as increasing max level.
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-10 16:01  
first glance, its tolerable, it gets rid of the semi-annoying display of the researchable stuffs in beta, doesnt require that you know a factions tech tree (a plus for newbies)
build tab (for ship parts) could probably stand a bit of sorting, either by tech level required, or by class type (ie weapons, heavy weapons, beam, heavy beam, etc.)
using icc hub, i see light and heavy armor, ame drives, pfe drives, should those be there?
research level gain, looks about 50seconds or so for a 1 point increase, maybe drop it to 45 to speed it up slightly
over all, the old way (current release version) is better IMHO
[edit]
pausing labs to get pop into shipyard cuts tech levels down to max for how many labs are still active, almost immeadiet drop
[ This Message was edited by: Doran on 2004-02-10 16:10 ]
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-02-10 16:08  
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On 2004-02-10 16:01, Doran wrote:
research level gain, looks about 50seconds or so for a 1 point increase, maybe drop it to 45 to speed it up slightly
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Remember, we are balancing for the MV. Longer is better, since everything is persistant.
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Hitman23 Grand Admiral
Joined: March 22, 2002 Posts: 585 From: WoW
| Posted: 2004-02-10 17:23  
I really like this idea! Mind you I am saying this before actually trying it so my opinion may change in a few hours.
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2004-02-10 17:24  
Seems to work quite well, though I've only played for a few minutes.
Now get back to bug squashing!!
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2004-02-10 17:27  
How will this work for diffrent factions? if you replace te hub wiht a diffrent tech, will you have to replace the reseaarch "population points" and will you need to put that factions research labs there instead??
-Switch
_________________ * [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."
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TAZ Cadet
Joined: July 04, 2002 Posts: 143 From: U.S.A.
| Posted: 2004-02-10 17:28  
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On 2004-02-10 16:08, Gideon wrote:
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On 2004-02-10 16:01, Doran wrote:
research level gain, looks about 50seconds or so for a 1 point increase, maybe drop it to 45 to speed it up slightly
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Remember, we are balancing for the MV. Longer is better, since everything is persistant.
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I agree with Gideon, too many people want everything too fast. This is more than just a space combat game, to be successful at this game, at least in the MV you have to use your head and with the old system it was too easy to build ecm forts or eccm forts, and all that good stuff without regard for the population or any structure on the planet except for the hub. With the new system people will have to think about what to keep and what to despose of on a planet. I think it will add a new level to the game.
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[ This Message was edited by: TAZ*A*(Recruiting) on 2004-02-10 17:29 ]
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2004-02-10 17:31  
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On 2004-02-10 16:08, Gideon wrote:
Remember, we are balancing for the MV. Longer is better, since everything is persistant.
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then perhaps ther should be a beta mv up instead of a beta scenario?
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TAZ Cadet
Joined: July 04, 2002 Posts: 143 From: U.S.A.
| Posted: 2004-02-10 18:19  
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On 2004-02-10 17:31, Doran wrote:
then perhaps ther should be a beta mv up instead of a beta scenario?
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I can agree with that!! I wanna know how beta will play out in the MV!
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Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2004-02-10 18:23  
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On 2004-02-10 18:19, TAZ*A*(Recruiting) wrote:
Quote:
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On 2004-02-10 17:31, Doran wrote:
then perhaps ther should be a beta mv up instead of a beta scenario?
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I can agree with that!! I wanna know how beta will play out in the MV!
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Agreed
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