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Old October 17th, 2004, 07:57 PM
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Default Re: SEV- Suggestions on Ruins

Quote:
tmce said:
But taking the time to build a colony ship, settle the planet, and if suggestions in this thread are implemented, spending a bunch of research points on absolutely nothing.
Who said anything about spending research on dud ruins??? They would lead nowhere, immediately. No new tech areas would be opened. You would waste absolutely nothing.

Quote:
Then what are you left with? I figure, if it's a bunch of delapidated old houses, it isn't really worth mentioning. Therefore the fact that your scouts flagged a planet as containing ancient ruins means there's something worthwhile there.

I could accept ruins tech that would be inferior even the lowest tech levels your empire could research, since you could always find a use for it, even if it's just trading it to another unsuspecting empire for something good. Or I could accept techs that fail to live up to their promise. ie: You find a ruin tech that you're told will allow you to develop a gun the size of a Meson BLaster but with enough power to destroy an entire world, but after you research it you just end up with something the size of an MB that does, say, 50% more damage. Not what you were promised, but still useful.
But to get NOTHING? I wouldn't consider that fun. I'd consider it frustrating and annoying.
For everyone who's played GalCiv, let me just ask, when you send your Survey Ship halfway across the galaxy to an anomaly that normally gives you that 25% tech boost, but instead you get nothing, do you say, 'Boy, that was fun!' or 'That was an annoying waste of time!' with a few explicitives thrown in for good measure?
You get a colony as normal out of it... it is nothing like the absurdity of "anomalies" in GalCiv...

Even ruins that at first look promising could turn out to have nothing of use...
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