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Old August 9th, 2010, 04:11 PM

vanbeke vanbeke is offline
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Default Re: High level design thoughts

As to EdKolis' tech tree uncertanty - The only way that I could see this as being important is if it changes with each game. Otherwise, after the first play, we will know what is required to get the next discovery (whether they are called levels or not, it appears to come to the same result).

I think it would be cool to have a tech tree that is different each time we play - some races find certain discoveries easier than others in the play of a game. Might make for interesting tech trading or espionage opportunites.

There was a paper and pencil game back in the 70s or 80s that had a randomization factor in the results. Sometimes you would get a specific tech for your efforts, and sometimes you get the shaft.
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Old August 9th, 2010, 09:28 PM

dumbluck dumbluck is offline
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Default Re: High level design thoughts

Perhaps if the multiplier is randomized. For example, your low/medium/high tech cost games have multipliers of 1, 2, and 4 to your "base" tech costs. Instead, make them a random number within a range. An example would be 0.80-1.20, 1.60-2.40, and 3.40-4.60. Then if I chose a low tech game, the computer picks a random number (1.12) and all your base costs are multiplied by 1.12 THIS time. The next time you play a low tech cost game, the random multiplier might be 0.94, and research would progress a little more than one sixth faster than it did the first game.

Lets look at another example: a high tech cost game. The first game could have a random multiplier of 3.53, and the second could be 4.51. In that example, tech gains in the second game would come about 1/3 slower than in the first game.

I would suggest making those randomization ranges moddable, as well.
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Old August 10th, 2010, 10:17 PM
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Default Re: High level design thoughts

Quote:
Originally Posted by vanbeke View Post
As to EdKolis' tech tree uncertanty - The only way that I could see this as being important is if it changes with each game. Otherwise, after the first play, we will know what is required to get the next discovery (whether they are called levels or not, it appears to come to the same result).

I think it would be cool to have a tech tree that is different each time we play - some races find certain discoveries easier than others in the play of a game. Might make for interesting tech trading or espionage opportunites.

There was a paper and pencil game back in the 70s or 80s that had a randomization factor in the results. Sometimes you would get a specific tech for your efforts, and sometimes you get the shaft.
While I agree it still leaves a tech tree you know at least early game it makes the choices more dependant on the current situation. Go for the quick fix upgrade route or take the more cost effective probably next tech leap.

I agree everybody should be able to research a techs basics but the further along you go the more chance it should have to diversify or just plain fail like real life. Gave some ways to diversify the tech tree before stoping the boredom of same old tactics.
Tech trading & certainly pilfering could have 2 levels, learn the tech or get a boost in time & success for reverse engineering when you get your mitts on one. Getting your hands on a tech way in advance of where you are there should be a good chance you cant figure it out till further along even if you got the plans. Building a car would be a chalenge if you just invented the wheel after all we havent figured out the anti gravity drive from the Roswell crash yet
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