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May 2nd, 2001, 09:27 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Bring back SE III Player Tech Levels!
I agree. In fact, it was one of my game inprovement suggestion to Aaron in a previous thread. If you can get him on board with this, you'll be a hero in my book.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patrick Stewart as Captain Picard
UCP/TCO Ship Yards
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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May 2nd, 2001, 10:22 AM
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Colonel
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Join Date: Jan 2001
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Re: Bring back SE III Player Tech Levels!
I coudn't agree more and it has been suggested several times before. But if we repeat it from time to time it might be included in a future patch.
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May 3rd, 2001, 01:59 AM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Bring back SE III Player Tech Levels!
Count my vote. I also miss that feature from SE3. I really like the idea of setting up AI opponents with different advanced traits - not necessarily racial traits, just advanced. Like what was mentioned for the Borg.
For instance, you could advance 1 AI's troops, another AI's fighters, anothers missle tech. Then you wouldn't really know what defensive position you should be focusing on untill you actually meet the AI. As it is, it just seems I'm always ahead of the AI tech whenever we meet except in very early contact.
Of course, many have already stated many more detailed examples and some have done a good job of this with mods, but it would be very nice to do this kind of thing 'on the fly'...
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May 2nd, 2001, 02:14 PM
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Sergeant
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Join Date: Dec 2000
Location: Des Moines, IA
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Re: Bring back SE III Player Tech Levels!
Not having starting tech levels is ok if you are just playing against the computer. You can mod whatever you want and not necessarily give yourself an advantage over the computer. However, the lack of starting tech levels is what is keeping my co-workers from buying the game and playing at work. The game is a lot more fun and challenging against human players because you just don't know what they are coming at you with.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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May 2nd, 2001, 02:21 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Bring back SE III Player Tech Levels!
This feature would be especially good if you could use it with the map editor - for example you could have an empire with their home system(s) behind a whole string of nebulae. Give them advanced propulsion and supply storage from the start and they would have an interesting defensive advantage.
Or how about an ancient race in the centre of a map with no warp points? All the human players start with diplomatic contact with the ancients, who have warp point creation tech. You have to persuade the ancients (one way or another) to open a warp point to your system so that you can explore beyond your home wihout researching stellar manip. Either that or steal the tech from them=-)
You could also use neutral empires a bit like the "ruins" planets - give a neutral some huge tech level or other so that other empires can race to assimilate them for the tech.
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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so Brain, but how are we gonna teach a goat to dance with flippers on? "
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May 2nd, 2001, 06:19 PM
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Sergeant
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Join Date: Aug 2000
Location: Greenville, SC
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Re: Bring back SE III Player Tech Levels!
If it is done, a change should be made. In SE III you simply got a certain number of levels instead of research points. The problem was that everything was counted evenly. You could get 5 levels of ship construction for the same price as 1 level of 5 different weapon techs while in terms of the amount of RP's needed, the 5 levels of ship construction cost like ten times more.
What would be great would be to have like a mini research window. For each .emp file, you would open it up and then start adding levels. The form would sequentially add up each increasing level you chose just like you were researching it in the game so essentially, the costs of starting game tech is exactly that of the tech troughout the rest of the game. It would be kind of like the first turn (when everyone blows there research wad), but you would have alot more points and be able to get multiple levels.
[This message has been edited by nerfman (edited 02 May 2001).]
[This message has been edited by nerfman (edited 02 May 2001).]
[This message has been edited by nerfman (edited 02 May 2001).]
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May 2nd, 2001, 06:40 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Bring back SE III Player Tech Levels!
This is an excellent idea to add uncertainty and variety to the game. I'd vote for it!
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