OR Techtree
Ok I'm sorry if this has already been suggested, I did have a quick look through and couldn't see something regarding this so I thought I'd post my ideas.
In the beginning of the game tech scans would reveal large differences in what people research first (Scanners go for wave tech, some people go for Hulls, some people go for roids, and some people go for a bit of everything.)
Further into the round most people have the same if not very similar tech trees, such as hulls, waves, core extraction, cov ops etc)
and even later on everyone has the same except for those people who have missed large portions of ticks to carry out research due to inactivity/holidays etc.
So everyone knows, i'm attacking this guy he is Terran, he has most if not all of the relevant tech tree researched (who cares if the guy your attacking has maxed out heavy cargo transfers) all the relevant stuff, like hulls, waves, cov ops are almost a certainty.
Why not add a little more variation and more use for tech scans?
By having an OR Tech tree so that even though someone is attacking a Terran, did they research X or Y and how will that affect the attack/their defence.
I don't have loads of ideas for examples of the different techs to be researched (probably you could incorporate alot of the other ideas from posts into this bit)
But a few examples I thought of (Don't shout at me for this bit - this is to highlight my idea of OR techtrees)
X OR Y
With X being the route down to Advanced Scanner (that allows for Advanced unit scans) or Y being the route down Alliance blackhole (reduces ally defence times by 1 tick if both planets have it)
Or another example
Do you research a new tech called Finance Development (a bonus like refinarys except delivers a benefit like finance centres (a 0.5% - 5%) bonus, or do you choose to be able to reach the last level of asteroid mining to get more roids?
Any other ideas for that are welcomed, especially ones that could be for use earlier in the rounds
BigD
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