All of these sound like great ideas. Are you willing to go into more detail on your concepts for deep-space labs, organics farms, intel stations, etc...? the reason I ask is I wonder about a few things.
If I can build rad gathering stations in deep space, how many resources will they cost? Will they operate when cloaked (that woudl be weird, I think - how can I get the resources to my empire if they're cloaked, etc..) and stuff like that. It's just that this sounds like the first real implementation of the intrinsic resource/point generation capabilities that were added in Version 1.91, and as such I'm trying to get a handle on the full implications of them, especially in a generally resource-constrained enviroment that we find in Proportions...
thanks,
Alarik
Quote:
Originally posted by PvK:
quote: Originally posted by Alneyan:
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How important would be the changes brought by the new Version? Would it be a minor patch, or the next step for Proportions (or even the 3.0 Version)? If this new Version is indeed an important update, I would rather wait for it before beginning the game.
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Somewhere in-between, probably. Depends on how much time I get to do it, and how smoothly it goes.
Things I will include:
* Reduced cost of armored plating.
* Added vehicles to use all of the neo-standard images.
* Some adjusted starting costs.
* Extension of some techs that tend to get fully researched, to higher levels, probably with diminishing or diverse returns.
Things I might include:
* Economic adjustments.
* New weapon types.
* Adjustments to existing weapons.
* Revision of fighters and PD.
* Space-born solar rad collectors.
* Space-born laboratories.
* Space-born organic farms.
* Space-born intel labs.
* Revision of mine warfare.
* Extension of cloaking technologies.
* Further adjustment of weapon mount values.
* Use of new damage types.
PvK