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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » New Planet Tech System
 Author New Planet Tech System
shine
Cadet

Joined: September 21, 2001
Posts: 153
Posted: 2006-03-16 20:41   
It's simple...the higher the Tech of a planet, the better defense it has, better structure, better engineering....Low tech planets being opposite.

making planets have different degrees of defense and such just by leaving research buildings on the planet.

[ This Message was edited by: shine {R33} on 2006-03-16 20:44 ]
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Quietly confident
Admiral

Joined: June 28, 2005
Posts: 215
From: Luna, Sol.
Posted: 2006-03-17 12:03   
Its like that any way...
Only with a certain amount of tech, can ubuild certain structures etc.
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2006-03-17 16:50   
I think the point he is trying to get at is that right now we can get away with making lvl 3 tech stuff and then scrap all the tech. So the planet has high tech items and has more space to build other things.
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shine
Cadet

Joined: September 21, 2001
Posts: 153
Posted: 2006-03-18 19:01   
correct Doda....and if there is a decrease in bomb power and increase in defense power, this might help balance it out. If you take away the research buildings, your high level structures will not work....also if a planet has 120 tech, it should have a higher level of defense then say a lvl 90 tech planet. Just some ideas I'm throwing out there.
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Maskerade
Grand Admiral
Galactic Navy


Joined: March 21, 2002
Posts: 638
From: Canada
Posted: 2006-03-18 21:06   
It's an interesting thought, that's for sure.
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Uberhund
Admiral

Joined: July 15, 2005
Posts: 21
From: Atlanta Metro Area, GA U.S.A.
Posted: 2006-03-23 18:59   
It is an interesting idea, but on BARREN worlds who is going to have the slots to waste leaving tech around? The only REAL benefit will be for SY worlds, since even FACs don't need tech anymore.

I would like to offer the idea that once tech is researched, the reseach labs do not need to stay to maintain that level if a colony hub or starport exists. Tie it to pop lvls. allow upto 33% of pop lvl to be keep as stored knowledge. If the pop lvl drops, so does the 'stored tech. After all, if there are too few people to take care of basic needs, then whos going to read books?

If implemented, the 'phantom' tech levels would disappear and not return if the pop lvl drops, the hub and/or port is destroyed or paused,or the planet captured.

= =

Also, tech levels should climb faster if there is a port or hub. The planets are in communications with others in the same faction, why would they not make knowledge available too? (We do it today with radio, TV and DVDs to rual areas.)
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JRE
Grand Admiral

Joined: August 14, 2003
Posts: 571
Posted: 2006-03-25 01:04   
Get rid of bombs all together and create a more functional infantry invasion....ever played X-com? That would be cool to have a mini game to conquer a planet where it actually took some brains not just fly towards the planet drop turn and boom! your a GA all of a sudden...with that thought have such a mini game would require your ship to sit there somewhat defenseless and thus requiring escorts and that means putting teamwork back into the game...

wow its amazing what lack of sleep and some beer does for thoughts.......
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