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March 9th, 2001, 07:35 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: \"petition\" for MM to add starting techs
I'm with you!
The current options to select the starting tech levels, are not enough: currently only you can play games with low starting tech, or with all the tech.
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March 9th, 2001, 07:43 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: \"petition\" for MM to add starting techs
I believe what Spoo means, is that everybody gets to choose DIFFERENT starting techs, as in SE3.
So, My pirates would start with ship capture LEV 2 & shield depleters Lev 3, while somebody else starts with propulsion 6, and a third race goes for ship con. 4
How about letting races spend racial points to get starting techs. EG. spend 100 points in pre-research, and you get 10,000 research points worth of extra starting tech. (good for level two DUCs)
The other way to fix this is to allow the research to do multiple levels in one turn (ie. the starting 100k research could be put all into ship construction, resulting in SC lev 4 on turn 2)
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Flexible starting techs chosen upon race creation would be great!
VOTE YES!
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March 9th, 2001, 07:48 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: \"petition\" for MM to add starting techs
You can sort of do that now. Start with medium or low tech and change starting resources to 100,000. This gives you 100,000 bonus research points to spread out on the first turn. If you add God Emperor mod with destroyers and PD at start you can get quite a variety of starting techs.
It's not perfect but it does provide some alternate ways to start.
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March 9th, 2001, 08:00 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: \"petition\" for MM to add starting techs
Yeah, but as I said You would need to allow someone to research two levels on tech X in one turn.
Otherwise, you don't get much specialization. Everybody will do one ship con, one weapon tech, etc.
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March 9th, 2001, 08:10 PM
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Corporal
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Join Date: Jan 2001
Location: Newport News, VA
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Re: \"petition\" for MM to add starting techs
I would rather see the ability to carry over unused research points. That way, you could still specialize and use all 100k points on ship construction, for example, but you could only research one level per turn. It would also remove some awkwardness in selecting a research topic for spillover, and it would allow you to save up some points for an emergency.
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March 9th, 2001, 08:18 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: \"petition\" for MM to add starting techs
If it was like SE3, where you could dump 100,000 points into one area, and then you'd get all those points put into the area.
The actual levels would only kick in one per turn, (as your scientists spread the knowledge to companies & parts factories, I figure).
The X percentage per area was the best.
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March 9th, 2001, 08:26 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: \"petition\" for MM to add starting techs
Yeah it would be nice to research the same tree multiple times in one turn. I think that is not modable though.
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