.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 1st, 2001, 05:59 AM

Arc.Smiloid Arc.Smiloid is offline
Private
 
Join Date: Nov 2000
Location: Edmoton, AB, CA
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
Arc.Smiloid is on a distinguished road
Default Re: Ideas....

Actually, the way I figure it would work... If you lose the technology you lose the capability to produce, retrofit or repair those components altogether. But you could still use em if you built them before you lose the tech.

As it is, there is little limit to how far you can take technology you simply research and research away. I would be very interested in seeing how the game would play if I was forced to limit my total known techs due to research maintenance.

I would think that tech degradation would be a slow process if it wasn't properly maintained.

I think it would be pretty cool to have as an option. It would seem a bit unrealistic.

Too much work for MM to implement though. =/

------------------
Reply With Quote
  #2  
Old June 2nd, 2001, 01:29 AM

Prostetnic Vogon Jeltz Prostetnic Vogon Jeltz is offline
Private
 
Join Date: Mar 2001
Posts: 33
Thanks: 0
Thanked 0 Times in 0 Posts
Prostetnic Vogon Jeltz is on a distinguished road
Default Re: Ideas....

quote:
Too much work for MM to implement though.



Not necessarily: a cut down Version could be implimented very cheaply.

Add a "Tech Maintenance Cost" parameter to the race - default (say) 5%.
Then every turn reduce the available research points by 5% x cummulative number of points spent thus far.
If the result is <=0 no further research until you build more research centers.

This would have the effect of making late changes of research emphasis suitably expensive. E.g. If I'd focused on missiles and at a late stage of the game decided that I needed some direct fire tech, I'd have to build extra research centers just to catch up with my maintenance outgoings before spending the next 10k points on "Polaron Beams I" or whatever.

Perhaps this is a more realistic "tree" model? Techs aren't mutally exclusive - it's just very expensive to change tack.

------------------
Resistence is futile.

(Edit to clarify that tech maintenance shouldn't be cummulative. I.e. -ve research points shouldn't be carried forward. This is to match the "use 'em or lose 'em" property of +ve research points.)

[This message has been edited by Prostetnic Vogon Jeltz (edited 01 June 2001).]
__________________
Resistence is futile.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:16 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.