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Re: High level design thoughts
Re: Specialisation.
I'm not sure tech levels decrease in cost in RL. Maybe in relative cost, but probably not in absolute terms. Did creating the steam engine cost more money than the jet engine? I suspect not. As a % of GDP, maybe steam cost more. One of the reason tech costs grow in games is to (partiually) balance out economic growth, so you have to keep allocating roughly the same percentage of your nation's resources to keep up a similar rate of research. Re: Uncertainty. I quite liked the MOO/MOO2 uncertainty factor. You paid the list price and had a small chance of working out the tech, then the odds of discovery increased with further investment. It was better for SP than MP though, as the luck factor could really mess you up. |
Re: High level design thoughts
Okay, this isn't my idea, it belongs to a friend over on spaceempires.net who's having trouble with activating his account here and asked me if I could post it for him.
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Re: High level design thoughts
Infrastructure upgrade costs? MOO1 had those.
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Re: High level design thoughts
Actually, a better analogy would be the fact that in 1900 cars were powered by batteries or steam as often as petrol.
In a more general sense, he'd like to see a tech-tree where there are, in some cases, two or more competing technologies covering a single area (propulsion for example could be provided either by a fast-but-inefficient engine, or a slow-but-efficient one, or a fast-and-efficient-but-expensive-and-delicate one). |
Re: High level design thoughts
A lot of games with component level ship design have some of that. Stars! had nice efficient slower engines coexisting with fast thirsty ones.
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Re: High level design thoughts
Oh right. Most of my experience is with the Space-Empires line, which doesn't have such, beyond perhaps weapons, although I suppose with the modifiability of the game...
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Re: High level design thoughts
Ah, seems I misunderstood.
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Re: High level design thoughts
I like that idea, as it adds to strategic choices in the game. Perhaps the choices should be something in the line of 'I can research this weapon tech at the expense of closing this area of stardrive research'. That way it's harder to min/max than a choice between two different guns.
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Re: High level design thoughts
Ideally, nearly every tech, in some small way, would effect nearly every other tech.
I know that this is a hell of a lot of work to do at this late stage and may well need mass reconstruction of the tech tree/s and total re-balancing so you don't need to work your socks off trying to fulfil the concept. Had I known of this sooner I would have posted and it would have saved you a very large amount of work (depending on how far you actually are). Anyway, I am very pleased that you like the idea. Good luck and thank you, Dan. |
Re: High level design thoughts
By the way, I'm not part of the dev team. I just like discussing the game.
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