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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » Technology Levels now IMPLEMENTED!
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 Author 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...*
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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?
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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   
Quote:

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...*




some how i got the feeling gideon was thinking of a QSB defense base
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- Axi

Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-02-10 14:47   
Quote:

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?




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.
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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   
Quote:

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



Remember, we are balancing for the MV. Longer is better, since everything is persistant.
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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
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TAZ
Cadet

Joined: July 04, 2002
Posts: 143
From: U.S.A.
Posted: 2004-02-10 17:28   
Quote:

On 2004-02-10 16:08, Gideon wrote:
Quote:

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



Remember, we are balancing for the MV. Longer is better, since everything is persistant.




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   
Quote:

On 2004-02-10 16:08, Gideon wrote:
Remember, we are balancing for the MV. Longer is better, since everything is persistant.



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   
Quote:

On 2004-02-10 17:31, Doran wrote:

then perhaps ther should be a beta mv up instead of a beta scenario?




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   
Quote:

On 2004-02-10 18:19, TAZ*A*(Recruiting) wrote:
Quote:

On 2004-02-10 17:31, Doran wrote:

then perhaps ther should be a beta mv up instead of a beta scenario?




I can agree with that!! I wanna know how beta will play out in the MV!







Agreed
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