Re: Another kind of tech grid
I imagine the tech area would be a smooth progression from "completely uncontrolled" to "extremely fine control", rather than two separate areas.
I suppose you could refine the weapons side and tech side into separate grid tech areas as well though. (for accuracy, damage, range, cost, etc)
So you'd get wild weapons at first, later, you'd have better weapon stats, and some very basic non-weapons, then later, you'd have advanced weapons (shaped charges, etc) and standard tech, then at the top, you'd get advanced non-weapons tech.
[ February 14, 2003, 21:48: Message edited by: Suicide Junkie ]
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