![]() |
Ideas....
Does anyone think it would be a good idea to introduce "anti-requirements" to items (tech, vehicles, components etc.)
For example, cannot have tech area xxxxx or must not have racial area xxxxx It could introduce some interesting twists to the technology available if you had to make choices between things.... Comments? Discuss... Matryx |
Re: Ideas....
This would work well for Pirates/Nomads because you could limit the ship sizes and colinization techs.
It would work well to cancel off some of the techs that are included in Racial traits. Organic can only research Organic weapons. You could link these anti-requirements into the culture you choose. Engineers are the only culture that can build Baseships. Worker are the only ones that can build Robotoid facilities. Scientists are the only ones who can build Central Computer Complexes. Xenophobes are the only ones that can build Citizen Data Bank facilities. The list is endless. The possibilites are endless. This would really add to the game. Good Idea! |
Re: Ideas....
A great idea! Branching tech trees! I think that it could add a lot of interesting gameplay to SE.
|
Re: Ideas....
Just reading on another post reminded me about "primitive cultures"
this would be a good way to restrict them from researching anything dangerous or too technologically advanced, while at the same time preventing others from researching too primitive technologies. Matryx |
Re: Ideas....
Mmmm. That could allow MoO2-style tech trees with hard choices... -- tasty. ;-)
------------------ -- The thing that goes bump in the night |
Re: Ideas....
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Nitram Draw:
... I don't think techs can restrict techs... <HR></BLOCKQUOTE> you're right about that, you can only modify what tech levels are needed not what you can't have. But i think it should be possible with minor hardcode changes, when the game checks what tech a player can research it automatically checks what techs the player already has, so instead of making it possible to research a tech, it should be made impossible... Probably easier said than done http://www.shrapnelgames.com/ubb/images/icons/icon7.gif But if this is changed then the AI would also have to be able to handle this which means lot's of more work for aaron and the modders... maybe for se5 http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: Ideas....
Generally, I don't like the idea. (Sorry.) It doesn't seem realistic to me, and I don't like artificial restrictions. The current system does seem realistic, in that you are restricted from researching everything due to economic factors, rather than someone else's arbitrary choices. Makes for more variety.
However, I would be in favor of increasing research costs overall, and then giving discounts to players who are specializing in an area. For instance, if you've got two physics techs already, then the third one would be easier to research. Or maybe divide techs into categories like offensive, defensive, and infrastructure. This would encourage specialization without requiring it. Also it would make trade more interesting, because you wouldn't necessarily know how much each tech cost each player. Or maybe research labs should be specialized. That would be more realistic. A bio lab isn't going to discover shields, and a physics lab isn't going to discover plague bombs. Or perhaps specialized labs should just get a bonus over general research facilities for certain techs, but a penalty for all other techs. So then the player has to decide what kind of labs to build. Think of what that would do for trading and strategy. Also, I would like to see more incremental advances. "Hmmm...should I research more powerful weapons or longer-ranged ones or easier aiming or faster reloading or less supply usage or cheaper build/maintain cost?" Again, more strategy. Lastly, there should be more techs. This would also encourage player-initiated specialization. (Because there would be too many techs to research them all.) Biology, in particular, needs to be fleshed out. (Sorry, couldn't resist that one. http://www.shrapnelgames.com/ubb/ima...s/rolleyes.gif ) Where is genetic engineering? |
Re: Ideas....
I think the MOO2 system provided more variety even if there were less total techs to choose from. You had to make an irrevocable choice. After that, trade was they only way to get additional techs.
I've played many games where I have basically run out of techs to research, even to the point of researching "useless" techs fully. It doesn't take much once you have 100-200k of research. More techs would be nice but I think restricted techs would also be great. Maybe in SE5 as mentioned before.... |
Re: Ideas....
The arbitrary restrictions in MOO and especially MOO II were really annoying. Why would you be unable to research a certain level of combat sensors just because you researched a particular weapon? I much prefer the idea of a discount for related tech areas. Add an extra field to all technologies named something like "Field:" or "General Category:" and have some sort of compensation to your tech costs according to how much research you have already spent on techs in this same field. You would naturally tend to go for things that were related and easier to research. This would lead to "evolved" racial traits as well as inherent ones at game start.
DMM: I suggested just that sort of 'specific research types' idea a long time ago. It would make much more sense to have to build a particular sort of laboratory for a particular sort of research. Then techs could require various amounts of general sciences much like components require various amounts of resources. I suspect that this is too much change to be included in SE IV, though. Maybe SE V. [This message has been edited by Baron Munchausen (edited 31 May 2001).] |
Re: Ideas....
That's a good idea. I also like the suggestion of branching research trees for items, like higher ranged, more accurate or more damaging weapons.
Anything that gives the game more variety is good in my opinion. The MOO research basically made for a greater variety of ships later in the game where as in SE4 you can pretty much guess what you will face late in the game, there aren't many surprises. I don't mean it's not challanging just somewhat predictable. |
All times are GMT -4. The time now is 06:17 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.