Author Topic: AI War II: Design Document Updates 4: 4X-style Techs (Kinda) Replace Mark Levels  (Read 10995 times)

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Just to elaborate, aside from dedicated "raider" units, an increase in speed is wasted. I would far rather want increased combat stats.
Life is short. Have fun.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Speed increases are just an example and something easily sorted out via data. It's not overly relevant to the tech system as a whole. Such increases could only be options on certain ships (ie: raiders, transports), or not exist at all.

Lets not get overly bogged down on it. :)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Following up on the candy tech idea, I actually do see some fun uses for how it can go. Full disclosure, this is definitely ambitious and doubt it will be implemented.

The candy techs provide three options: each give new abilities which mimic what were possible in the first game but are designs now considered too tame for new units.

Example: A candy tech for the fighter is bulletproof. Turning into what was a previous ship which was not unique enough for a unique ship but useful enough as an upgrade.
Example 2: A candy tech for bombers that greatly increases armor. Ditto, mimicking a previous ship.
Example 3: A candy tech for frigates giving them minor AoE. Ditto, mimicking another ship.

THIS idea I really like.  We could greatly cut down on the number of "unique" ship types by doing this, and instead allow for greater customization of a smaller set of ships.  Thus ultimately leading to a larger total set of ships, I think.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Nuc_Temeron

  • Newbie Mark III
  • *
  • Posts: 38
Overall, I have mixed feelings about this section. I kind of like it, but it is one of those big departures that I'm not sure is better than what is there now.

On ship upgrades:

Ships should have to return to friendly territory to upgrade with new tech. Just go to a planet you control and hover your fleet nearby the station, perhaps they could have a small Refit Radius. You could have little drones come out from the station and do the refit (like the mining drones from that other thread about salvage).

Please make sure I CAN'T fly my crappy / expendable fighters into place, then upgrade them magically and instantly from my planet across the galaxy, right before the fight. It sounds like you're saying we will be able to do that, and that seems exploity.

On homogeneity of ships:

I do actually use my MkI ships for small operations off of the main fleet. I might select my MkI Bombers, hit L once or twice, and send that expendable strike force off to slowly bombard some target while the rest of my fleet heads for the main operation. I might grab half my MKI Fighters and send them on a suicide mission to delay an intercepting enemy fleet.

If they were all completely homogenous, I wouldn't have any expendable ships. Neither of the above scenarios would be as practical.

Offline Captain Jack

  • Hero Member Mark II
  • *****
  • Posts: 808
  • Just lucky
My favorite part about this proposal is that it means that my suggestion for champion design dovetails nicely with this.  :D

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Following up on the candy tech idea, I actually do see some fun uses for how it can go. Full disclosure, this is definitely ambitious and doubt it will be implemented.

The candy techs provide three options: each give new abilities which mimic what were possible in the first game but are designs now considered too tame for new units.

Example: A candy tech for the fighter is bulletproof. Turning into what was a previous ship which was not unique enough for a unique ship but useful enough as an upgrade.
Example 2: A candy tech for bombers that greatly increases armor. Ditto, mimicking a previous ship.
Example 3: A candy tech for frigates giving them minor AoE. Ditto, mimicking another ship.

THIS idea I really like.  We could greatly cut down on the number of "unique" ship types by doing this, and instead allow for greater customization of a smaller set of ships.  Thus ultimately leading to a larger total set of ships, I think.

This was my goal. The "core" ships each in their own way become ship with a unique function. They truly evolve to fill new tactical roles. This would give the core ships a secondary role so that "new" ships can give more unique ones.
Life is short. Have fun.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
So how does this interact with things like the ARS, fabs, design backups and the like?  Usually those have some unique ship(s) for us to collect.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
So how does this interact with things like the ARS, fabs, design backups and the like?  Usually those have some unique ship(s) for us to collect.

To be clear, these are my ideas. Not from Chris or in any way official.

ARS would function as a general unit improvement. All "factories" would act as buildings with a +2 technology factor as long as the building lives.

A design backup would become...a new unit: I am really not sure what a design backup actually is.

New ships would still be unlocked. They just would be really unique. Not variations of base designs but truly unique units.
Life is short. Have fun.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Unless hacking is coming back, the design backups likely go away entirely. They're strictly a hacking target. (CA: A design backup is a thing that appears in the game holding an AI ship design. You can hack it to steal the design and use it yourself, or hack it to "corrupt" the design and prevent the AI from using it anymore.)

Factories were mentioned already. ARS could be a way to unlock new units still, when you capture it. Or the Core Fabs could do that and the ARS also goes away. Or the Core Fabs grant a bonus to a specific unit type, but the bonus is larger than on the factory, or it grants a unit a specific tech that can't be unlocked any other way (fighters gain engine damage or something crazy). Lots of options there.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Okay, please move the discussion to this new thread: http://www.arcengames.com/forums/index.php/topic,19052.0.html

Not trying to stifle discussion, but again this is a breaking point in the conversation where things have shifted majorly because of past feedback and discussion with Keith making it clear that it was wisest to be more cautious with these changes.  There are some far-less-dramatic changes now in the document that address the same goals.  Hopefully folks are happier about that, but either way the new thread to discuss it is up there. :)

Thanks!
Chris
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!