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Unread 24 Dec 2005, 22:17   #1
Appocomaster
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Join Date: Oct 2003
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Appocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus would
[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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Last edited by Appocomaster; 24 Dec 2005 at 22:39.
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