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Unread 3 Sep 2008, 18:16   #1
MrLobster
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Extended Research Tree

After being away from PA for a long time, I come back to see that the old tech tree is pretty much non exisitant.

So I think adding these would be good.

Code:
NAME					POINTS	DESCRIPTION
Academy of Sciences			1600		Enable use of Research Laboratories.
Metal Composites Theory		1600		Enable use of Metal Refineries.
Crystal Evaporation Theories		1600		Enable use of Crystal Refineries.
Eonium Distillation Theories		1600		Enable use of Eonium Refineries.
Business Strategies			3200		Enables Finance Centers.
I think the names fit well with what they acheive.

Although the "points" used are open to debate.
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Unread 3 Sep 2008, 18:52   #2
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Re: Extended Research Tree

would these be in a tree or individual, to me it makes much more sense to have the option of choosing which in what order you want to do them, some ppl will want to start with a particular refinery or with finance centres... why should people who want finance centres have to reseach through the refineries they probably wont build any of?
I would also extend it to include the other constructions too, why should you have to research research labs but not factories or security centres?
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Unread 3 Sep 2008, 19:26   #3
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Re: Extended Research Tree

Quote:
Originally Posted by MrLobster View Post
After being away from PA for a long time, I come back to see that the old tech tree is pretty much non exisitant.

So I think adding these would be good.
They would be good. Why, what for? It sounds like a very bad idea especially if given with no good reasons.
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Unread 3 Sep 2008, 19:43   #4
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Re: Extended Research Tree

Quote:
Originally Posted by booji View Post
would these be in a tree or individual
See the bottom for the fullish tech tree.

Quote:
Originally Posted by booji View Post
to me it makes much more sense to have the option of choosing which in what order you want to do them, some ppl will want to start with a particular refinery or with finance centres...
I was thinking this also, but I felt that having the finance center restricted till after the 3 refineries were researched whether they are each available from the get go.

As it stands each refinery is only good for starting planets (so i understand) and people will most likely ignore them and move straight to the finance centers (1000 metal per tick or 0.5% extra of your total roid income).

Quote:
Originally Posted by booji View Post
why should people who want finance centres have to reseach through the refineries they probably wont build any of?
As said in my previous statement that maybe allowing all the refinery researchs to be allowed, but the finance center will need the 3 researchs to be completed before its available.

Quote:
Originally Posted by booji View Post
I would also extend it to include the other constructions too, why should you have to research research labs but not factories or security centres?
Oh yes there are other structures that need tying into the tech tree, and I can bash them out later.

let me post my tech tree (excuse the formatting and random bits).

Code:
#1. Jumpgate 				[1600]	-1 Hour on Travel
#2. Warpgate 				[3200]	-2 Hour on Travel
#3. Stargate 				[4800]	-3 Hour on Travel
#4. Hypergate 				[6400]	-4 Hour on Travel

#5. Infrastructure Upgrade		[1600] 	Allows having a total of 20 constructions.
#6. Improved Power Grid		[3200]	Allows having a total of 50 constructions.
#7. Advanced Power Systems 	[4800]	Allows having a total of 100 constructions.
#8. Advanced Infrastructure 		[7200]	Allows having a total of 150 constructions.

#9. Fighter Class Hulls 		[2400]	Enables FI/CO ship classes.
#10. Frigate Class Hulls 		[4800]	Enables FR/DE ship classes.
#11. Siege Weapons 			[7200]	Enables CR/BS ship classes.

#12. Surface Analysis			[1600]	Allows use of Surface Analysis scans.
#13. Technology Analysis		[2400]	Enables emission of Technology Analysis scans.
#14. Unit Analysis			[2400]	Enables emission of the Unit Analysis scan.
#15. Decryption Algorithms		[3600]	Enables use of the News Scan, revealing news from the target sector.
#16. Warp Particle Detection		[4800]	Enables emission of Fleet Analysis scans.
#17. Jumpgate Probing		[7200]	Allows the use of Jumpgate Probes to reveal information about other fleets headed for the same planet.
#18. Advanced Unit Analysis		[7200]	This scan allows you to view all ships of the target planet (including cloaked).

#19. Academy of Sciences 		[1600]	Enable use of Research Laboratories
#20. Metal Composites Theories	[1600]	Enable use of Metal Refineries.
#21. Crystal Evaporation Theories	[1600]	Enable use of Crystal Refineries.
#22. Eonium Distillation Theories 	[1600]	Enable use of Eonium Refineries.
#23. Business Strategies 		[3200]	Enables Finance Center.
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Unread 5 Sep 2008, 00:51   #5
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Re: Extended Research Tree

stop adding useless stuff to the game.
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Unread 5 Sep 2008, 08:54   #6
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Re: Extended Research Tree

FCs only breakeven if you average 800 roids (iirc) - refinaries are better before that, especially for ter/cath/zik
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Unread 5 Sep 2008, 12:51   #7
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Re: Extended Research Tree

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Originally Posted by Appocomaster View Post
especially for ter/cath/zik
Er what.
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Unread 5 Sep 2008, 15:01   #8
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Re: Extended Research Tree

I absolutely object against any adding of new researches to the current tech tree as it really stagnates the game play already. Add to that the current short rounds and it makes me say forcefully "nay".
I rather see it decrease, maybe some researches can be aggregated in order to get more dynamic play in an earlier stage of the game. Also, researches should be not linear in some instances, like with the hulls.
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Unread 5 Sep 2008, 21:21   #9
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Re: Extended Research Tree

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Originally Posted by Membrivio View Post
I absolutely object against any adding of new researches to the current tech tree as it really stagnates the game play already. Add to that the current short rounds and it makes me say forcefully "nay".
I rather see it decrease, maybe some researches can be aggregated in order to get more dynamic play in an earlier stage of the game. Also, researches should be not linear in some instances, like with the hulls.
I totally agree!
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Unread 8 Sep 2008, 11:43   #10
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Re: Extended Research Tree

If I understand from complete techtree you wanna kick out covops and extraction in favor of a second construction research branch?
I don't know if this would be benificial really. You would have to follow 2 branches to get your cons done..
I agree that there are a bunch of flaws in the current tech tree but your suggestion ain't the way to fix it.
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Unread 8 Sep 2008, 14:10   #11
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Re: Extended Research Tree

I don't like this in the current system.

Make an awesome-o 5000 branching tech tree and stuff like this should be cool though.

Performance in PA should be dominated by your teawork & skill in the 'fighting' part of the game, but planet building should offer its own rewards. Branching tech trees could do this better and would be more interesting.
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Unread 9 Sep 2008, 17:50   #12
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Re: Extended Research Tree

Quote:
Originally Posted by Gate View Post
I don't like this in the current system.

Make an awesome-o 5000 branching tech tree and stuff like this should be cool though.

Performance in PA should be dominated by your teawork & skill in the 'fighting' part of the game, but planet building should offer its own rewards. Branching tech trees could do this better and would be more interesting.
in my opinion this would allow for customization on a player to player basis, and, as such, defeat the point of planetarion as a game, that used to have just a couple options for customization (science!).Maybe such a view might seem conservative, maybe its the current flow of changes that has been diminishing player base of planetarion. I, for one, wouldnt mind to have oldfashioned frigate astropods again
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Unread 10 Sep 2008, 12:40   #13
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Re: Extended Research Tree

Quote:
Originally Posted by Membrivio View Post
I absolutely object against any adding of new researches to the current tech tree as it really stagnates the game play already. Add to that the current short rounds and it makes me say forcefully "nay".
I rather see it decrease, maybe some researches can be aggregated in order to get more dynamic play in an earlier stage of the game. Also, researches should be not linear in some instances, like with the hulls.
Ok then we add more to the tree but shorten the time it takes to research them.
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Unread 14 Sep 2008, 10:26   #14
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Re: Extended Research Tree

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Originally Posted by MrLobster View Post
Ok then we add more to the tree but shorten the time it takes to research them.
That would relatively make no difference. If you are so keen of adding these options, it should be combined by an aggregation of other researches, shortening times, delineate some researches etc.
And with regards to these additions: I really don't see any added value in them rather than annoying players more than needed. Sorry man.
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