|
|
|
 |

May 2nd, 2001, 11:36 PM
|
Sergeant
|
|
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
Another way is that you have a racial trait say called " Advanced Reasearch Race" worth 3000 points.
You then have them get an extra 10,000 RP for the entire game that way they get a big boost at the start but it does not really make that much difference later on.
Could do the same for Intel projects as well.
Could even have a race that can build any one project in one turn with a boost ablility for no extra cost in resources.
But I also liked the extra tech level boost from SE3 but with RP then this will be hard to do.
|

May 2nd, 2001, 11:47 PM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
Trachmyr,
Does that idea work?
You could create an unlimited number of combinations or you could even assign every tech branch a value, say 50 points for level 1 APB but 1000 points for level 1 physics, and everyone could pick and choose their race techs.
|

May 2nd, 2001, 11:53 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
No, it does not work... it would need to be implemented by MM, it was just an "alternative" suggestion to the SE3 style... I think it would be easier to implement in this form, as it could use many of the same algorithims that the game already uses to determine tech at the game start, it would also give races more of a unique "tech"-personality from the start of the game.
|

May 2nd, 2001, 11:57 PM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
Too bad  , it's a great idea.
|

May 3rd, 2001, 01:12 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Des Moines, IA
Posts: 257
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
I truly believe that the best way to do is like it was done in SE III. A player is given a set number and can choose whatever, as long as the prerequisites are met (must choose organic to open up organic tech etc...). Each RANDOM computer race could have their levels part of the _general.txt file, while the humans, and human added computer players, could acutally choose. It would be possible to select computer races and make them VERY tough. If an option is "100 starting tech levels" the humans could agree to use 20 and let the computer players use all 100. That would definitely make for some serious butt-kickings.
__________________
Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|