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New Tech Tree |
Quistis {C?} Cadet Evil Empires Inc.
Joined: April 06, 2002 Posts: 1536
| Posted: 2005-06-28 19:36  
Is there one yet? Has anyone started a new one yet?
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2005-06-28 19:37  
There isnt a tech tree
Its just level based now. So if you have 90 technology, you can build stuff that requires 90 technology to build. Build research bases to get Research up, then Technology will slowly rise to that level over time, depending on how much population the planet has.
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Koda Marshal Fatal Squadron
Joined: August 29, 2002 Posts: 1384
| Posted: 2005-06-28 19:44  
jeezzz way to Scare me with the title.. good job
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2005-06-28 19:48  
Way behind the times there, Pandy.
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2005-06-28 20:12  
maybe we should make it that the level of the gadget also affects the planets max level it can mod to. And the price.
Why would a TL 90 planet pay top dollar for a TL1 item, a TL 10 planet might buy and sell TL 50 items for more than their value at a TL50 planet...
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Quistis {C?} Cadet Evil Empires Inc.
Joined: April 06, 2002 Posts: 1536
| Posted: 2005-06-28 21:03  
ok time to learn building again
[ This Message was edited by: Darth Pandora on 2005-06-28 21:24 ]
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Meko Grand Admiral
Joined: March 03, 2004 Posts: 1956 From: Vancouver
| Posted: 2005-06-28 23:52  
hey that might be a good idea there Tael
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-06-29 06:55  
I like the idea of tieing the planets tech level directly to how high you can mod your devices when in orbit. Would fit very nicely with the current system, each 10 tech allows an extra upgrade level.
Having the "buy" price adjusted by quantity and tech level on planet could work, except the tech level could be artificially manipulated by players.
I am thinking of ways this could still be implemented.
Lets do some math
BuyPrice = (0.01*((DeviceLVL*10)/PlanetTechLVL)-0.01)*ItemBaseValue+ItemBaseValue
This should give a +/-10% variation in item prices.
Now we need to adjust this modifier value by the quantity of that item in the starport. 0 would be 100% of the modifier value. 100 items would be 0% of the modifier value. For that maximum limit I will use a QTYMod variable.
((QTYMod/StarPortQTY)-1)*(0.01*((DeviceLVL*10)/PlanetTechLVL)-0.01)*ItemBaseValue+ItemBaseValue
This will in effect reduce the amount a staport will pay comapred to base value if it goes over the QTYMod value.
Or something like that
[ This Message was edited by: Drafell on 2005-06-29 07:10 ]
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2005-06-29 07:31  
Still playing with that math, but it seems ok.
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