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Unread 21 Sep 2010, 12:33   #60
MrLobster
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Re: Planetarion Redesign

Quote:
Originally Posted by Light View Post
The thing is, you've still got races and still got to balance them as you're forcing a choice which is irreversable. You've just changed the race from startup to choosing in the tech-tree.

This keeps the same problem, Xan is fi/co as you said.. so how would you balance that in the tech tree as they'd naturally get fi/co earlier.

Wouldnt it just be much better to have a mixture of ships in a variety of positions in the tech tree with no definitive choice. As the player progresses through the tech tree, they unlock ships which are better than the ships they had before. A player could choose to have some EMP, some Steal and some Cloaked, as they progress through the round they might replace some of their early EMP ships with better cloaked ships or vice versa.

The limiting factor would be that the tech-tree is bigger than the round, so a player cannot research every ship and has to prioritise. The 'best' ships at the end of the tech tree cant all be research and the player has to choose just due to time.
Sorry for the misunderstanding, I'm against locking out any units. Opening up the stats to everyone brings in more tactics. I foresee people suggesting a restriction.

The problem I see with unlocking better units than before, means those first ships you built are pretty useless.

How would the new tech be included into the "upgrading" techtree? To enable choice between the techs, you would need to have them visible at the same time, and cannot use a linear tree to open them up.

Also I was looking at really old ideas and found this from mathematician:

Quote:
currently, only 7 planets have between 3k and 4k roids, the rest is all below 3k.
there is no need for hct researches up to 10k roids.

aside from that, why not make storage facilities a construction? Let's say each one can mine from 100 roids, and store up to 1 mil resources. (e.g. with 10 of these facilities you are able to mine from 1000 roids and store up to 10 mil res). This leaves enough room for resource-whores as well as roid-fat planets, but these planets will have to sacrifice other constructions then.

ofc, constructions can be destroyed, so it is possible to cripple one's mining capabilities via sk.
So creating a silo structure is a good way to replace HCT.
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