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Author Topic: Tech Tree Suggestions  (Read 3045 times)

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February 07, 2015, 12:02:01 AMReply #40

Offline Annimagus

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Re: Tech Tree Suggestions
« Reply #40 on: February 07, 2015, 12:02:01 AM »
Something to help fill out the Defense tech trees:

  Improved Targeting Computers:  Golan Space Defense Platforms can target 2 / 3 ships at a time.

  Quad-Laser Batteries:  All levels of Golan Space Defense Platforms gain a battery of mid-range point-defense lasers.

  Shielded Stations:  All Golan Space Defense Platforms gain energy shields.  (should they just have these without requiring research?  Most combat-rated things in Star Wars do, barring TIE fighters...)

  Invasion Protocols / Planetary Shields:  Preparing for enemy invasions increases the likelihood of surviving them.  All planets take 5% / 10% / 15% reduced bombing damage from enemy ships.

 

February 17, 2015, 04:55:39 PMReply #41

Offline gerfand

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Re: Tech Tree Suggestions
« Reply #41 on: February 17, 2015, 04:55:39 PM »
For the Empire:
-Faster Deployment

-5/10/15% fighter health
+5/10/15% faster "Fighter build rate"

March 06, 2015, 08:08:29 AMReply #42

Offline kucsidave

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Re: Tech Tree Suggestions
« Reply #42 on: March 06, 2015, 08:08:29 AM »
What I'm going to say should be considered a longshot thing... (I imagine it to somewhere about 2.0 or so)
Customize-able tech tree.
What I am trying to say with this is if you play as Empire(which had plenty of spaceship classes) you could chose between the Lancers and the Tartan as an example.
Or if NR then between CR90 corellian corvettes or the corellian gunships.
(If it is even possible within the game's engine.) If you research one, it blocks out the other, so you will get a tech tree what you can set up.
This would be extra cool because the World devastators and the Preator IIs are too OP together. Not to mention it would give players a hard time to think which one would worth more, or which one fits with his/her playing-style better.
« Last Edit: March 09, 2015, 05:45:06 AM by kucsidave »
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March 19, 2015, 09:10:57 PMReply #43

Offline Corey

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Re: Tech Tree Suggestions
« Reply #43 on: March 19, 2015, 09:10:57 PM »
You can only do that with one thing per faction. The way it works is you have a tech require a certain faction ID, which then means you're essentially allowed to make one choice. It can be a choice with 2 options, or 8, but it can still only be one choice. Also, if you were to do something like that you're using a lot of memory for ships in redundant roles. It would essentially always have to be adding new ships to existing roles, rather than making it be choices between existing stuff (you need some options within the game beyond just one choice that then locks you in forever, after all; if you choice a tankier ship ie the Praetor at one point, it shouldn't mean you can never go for an offensive option at all, ala the World Devastator; people also would get upset if the unit rosters were limited to effectively 5 frigates, 3 cruisers and 3 capital ships, for example, even if it's a result of having the choice between 11/11/7 or something).  When developing playstyles, it's more important to try to nail that down between the factions, rather than diluting that by trying to make 2 hard-defined styles within the same faction, and then doing that 5 times. You're then working to define 10+ overall playstyles and it dilutes everything. With the memory usage it also limits the amount of actual content you can have. This is pretty important in Sins, which requires memory modification (LAA) to run mods in the first place; if you did that sort of branching and had even 1.5x the ship numbers within the same faction, you're sacrificng  a lot of overall diversity between factions, since you can't use those resources in game or development-wise for a full faction that can have their own very distinct playstyle options to get what amounts to a tiny amount of diversity within it.

To use a more direct example, if we give you the choice between the Nebulon-B and the Corona as the NR or the IPV/Tartan/Lancer for the IR, are those minor stat differences really a more interesting gameplay choice than what we'd get out of using that space for something like the Sh'ner and Fw'Sen, which while as ships provide some similar stats but as a delivery mechanism can provide for different playstyles within the context of what the Ssi-Ruuvi as a whole can offer (Entechment, etc)? Basically, when it comes to roles and ship types within those roles, the greater variation isn't in the minor stat differences within a faction (because you're ultimately going to be using those ships the same way), rather it's how those roles are emphasized within the faction.
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March 20, 2015, 06:40:11 AMReply #44

Offline kucsidave

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Re: Tech Tree Suggestions
« Reply #44 on: March 20, 2015, 06:40:11 AM »
Point taken.
You are 100% right.
It would just be... you know... Cool to build up my own empire (in a way)...
Well, there are dreams what have to stay dreams...
"If your enemy lost more than you, it's a victory by itself, no matter the outcome."

 

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