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24 Dec 2005, 22:17
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#1
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PA Team
Join Date: Oct 2003
Posts: 7,449
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[PAN]Future Non Combat System
This is covering research/construction/production/"espionage"/tech tree.
I'm doing this "Kal-style" as a summary, but will probably soon post separate threads with more indepth discussion of everything, specificially how it'll work in the first round. (depends how my xmas goes)
The four major changes from the current game are basically:
-Introduction of "personalities" in addition to races (basically instead of race bonuses)
-Removal of Engineering (this has changed to constructions more)
-Addition of micromanagement in some sections (optional for paid planets)
-Merging of Scans and Covert Operations into "Espionage"
Personalities
-Selected one off on signup. Unchangable
-Have recommended "normal" bonuses across the board, or specialise in production/construction/research/etc
Research
-Optional micromanagement to research more than one research at once
-Penalty of 5-10% research time given to placing all scientists in one research (to make it worthwhile researching more than 1 thing at once)
-Shows currently available researches, self generating tech tree that shows which researches have been completed, which are available, which are being researched, which can be researched and which can't be researched.
-When micromanagement is disabled, all scientists move to the research with the most agents that is, if nothing else, highest up the list.
Constructions
-Similar selections to before, but now the % of most/all constructions is important, e.g. factories give production time bonuses in their specific factory
-Building centre to speed up constructions
-Security centres now increase alert level by 0.5% (to a maximum of 40)
-Training centres now make agents + security guard costs lower
-When destroyed by structure killers, produce salvage at 25-50%
-When the construction limit is reached, constructions can be destroyed, with 50-75% refund for their costs and a possible time delay.
Production
-Separated more into separate areas, with (as a default) 20/30/50 "production engineers" in the light/medium/heavy factorys.
-Turning off micromanagement moves all engineers back to their respective factories
-Moving engineers gives a bonus/loss to the recieving/losing factory, with moving more engineers becoming less and less effective.
-Destroying a factory loses access to that factory and those engineers, and looses the ships in production, refunding them at their current cancellation fee. The engineers can be accessed again and moved once the construction is made.
Espionage
-Works sort of similar to covert ops in that it's agent based
-Base Alert rate worked out by security guards: roids ratio (capped at 100)
-Alert rate scaled up by 15% for "covert op" missions
-Stealth rate involves random factor, and is dependant on number of agents you send on a mission (dropping rapidly the more agents are sent)
-Missions have a number associated with them relating to possible time delay (in ticks) for the mission. The more agents sent, the smaller ther number is and the quicker the mission is completed.
-(Possibly) having one or two basic "scans"/"covert ops", then splitting the tech tree up into 3 different branches (on planet - research / construction scans, etc, around planet - asteroids destruction / jumpgate scans, in space - fleet scans etc) but this might disadvantage small people too much.
Tech tree
-Created so it can be fully customisable by admin tools, with any one technology being able to enable any account feature and/or next technology.
Merry Xmas everyone <3
:xmas: :xmas: :xmas: :xmas: :xmas: :xmas:
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r8-10 RaH r10.5-12 MISTU
Last edited by Appocomaster; 24 Dec 2005 at 22:39.
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24 Dec 2005, 22:48
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#2
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Up The Hatters!
Join Date: Nov 2004
Location: Kenilworth Road
Posts: 3,012
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Re: Future Non Comabt System
I still strongly disagree to the proposed changed with scans. I think that the scans should be upheld as it is now. Not everybody can be in an alliance and not everyone can get people to scan for u. Keep the scans as it is now.
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Planetarion veteran
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24 Dec 2005, 23:38
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#3
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Jolt's best friend
Join Date: Feb 2003
Posts: 2,101
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Re: Future Non Comabt System
Quote:
Originally Posted by Kargool
I still strongly disagree to the proposed changed with scans. I think that the scans should be upheld as it is now. Not everybody can be in an alliance and not everyone can get people to scan for u. Keep the scans as it is now.
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how does the new scans model make this any more relevant than the old one?
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<Karmulian> subtle as a kick in the nuts as always
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24 Dec 2005, 22:51
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#4
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Retired VGN
Join Date: Nov 2001
Location: In a country without a proper word for "sane"
Posts: 467
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Re: Future Non Comabt System
This personality thing sounds a lot like Utopia, at least like Utopia several ages (their rounds) ago, when I played... Same for the Espionage.
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24 Dec 2005, 23:04
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#5
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: Future Non Comabt System
afaik, no one who put forward the ideas ever played utopia. I spent a couple of weeks going over espionage and redesigning a lot of it and I've never played it. The formulae are no doubt very different :-)
the personalities idea has been kicking around for a while, I know.
The change in scans does mean that amps are no longer so important, so although it still takes time to research the tech trees it means that planets don't have to build up amps.*
The other way of doing this is to split the whole tech tree and put scans down in the second tree, with research for both sections being separate and other techs in this section being say core mining, roids over 2000 and maybe some of the advanced construction limits
*Edit: for clarification, basically this means if anything smaller alliances benefit in terms of not being able to scan distorter whores that many bigger alliances can.
__________________
r8-10 RaH r10.5-12 MISTU
Last edited by Appocomaster; 24 Dec 2005 at 23:42.
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26 Dec 2005, 08:06
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#6
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Up The Hatters!
Join Date: Nov 2004
Location: Kenilworth Road
Posts: 3,012
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Re: Future Non Comabt System
The removal of being able to jpscan targets if you are not attacking for example
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Planetarion veteran
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26 Dec 2005, 10:34
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#7
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: Future Non Comabt System
You don't like the fact that anyone can jgp a target even if they don't have a fleet headed in that direction under the new ideas?
__________________
r8-10 RaH r10.5-12 MISTU
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26 Dec 2005, 18:42
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#8
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Registered User
Join Date: Sep 2005
Location: Rochester, NY, USA
Posts: 93
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Re: Future Non Combat System
Have to agree with Kargool here. I still like the concept of scans being separate from covert ops. They're two different concepts, two different parts of the game, neccesitating different strategies for each, which I think is a good thing.
__________________
Round 13- complete n00b, 13:5:19
[Hidden Agenda member from round 14 on out]
Round 14: 11:7 MoD, final rank 1006
Round 15: 11:9:7, Galactic Commander, final rank 724
Round 16: 4:5:7, GC (The Colt 4-5's), final rank 380
Round 17: [forgot my final result]
Round 19: final rank 233
Round 20: 2:7:15, final rank 222
Round 23: bad end rank, crashed too many times
Round 24: am playing Zik
I provided the name for Round 16, "The End of an Era".
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26 Dec 2005, 23:43
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#9
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: Future Non Comabt System
__________________
r8-10 RaH r10.5-12 MISTU
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27 Dec 2005, 02:13
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#10
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Registered User
Join Date: Nov 2005
Posts: 846
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Re: Future Non Comabt System
scanners are cool ppl, co opers are gay :/
does this mean that gay ppl are cool with the new set? haha
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27 Dec 2005, 02:18
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#11
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Im Back :)
Join Date: Oct 2005
Location: London
Posts: 189
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Re: Future Non Comabt System
Quote:
Originally Posted by robban1
scanners are cool ppl, co opers are gay :/
does this mean that gay ppl are cool with the new set? haha
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What you just said is gay...
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