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Tech tree's

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Vesper
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Tech tree's Empty Tech tree's

Post by ian Thu Aug 05, 2010 10:19 pm

Hey.

Just a random thought.

For the 2nd research centre which is available in the construction yard (albeit currently useless) how about allowing the player to choose a "path" to take and then proceed to follow techs based on that path?

I.e.:

Mobilise for War Tech Tree

Focuses upon Military capability researches and in offering unique technological advantages such as:

- Specialist weapon development - offers unique weapons (based on the player's current tech level) which are more cost effective in terms of power offered than the current weapons available. Can't be sold on the black market.

- Specialist weapon improvement. Offers techs to improve the power of the weapons - so basically like the current strike & defence tech research abilities - except by having 2 research options to improve the power of strike/defense you d be able to research more cheaply (i.e. once one reaches the same cost per bonus as the other... it would be cheaper to research both than research just one due to the increasing costs of research).

- Weapon Salvage Teams. Specialist trainable unit able to salvage weapons from the field of battle - both from your and the enemies losses. Returns salvaged weapons back to the armory for further use. The more teams you have - the more weapons you can gain (would be a maximum % of salvage teams in relation to supers you could have i.e. 1 salvage team for every 10 supers, though techs should be available to improve this maximum amount)

- Field Hospitals. Decreases your losses when conducting hostile missions. The more field hospitals you have, the higher the reduction in losses (would be a maximum amount of field hospitals you could have based on number of units trained in your military). Should also be a ability to improve the field hospitals to improve their effectiveness.

- Shock Trooper Squads. Allows the player to create shock-troops squads out of attack/defense supers. To assign supers to the squads will cost additional training costs (i.e. 180,000 to assign a super to a squad) but result in the shock-troops automatically starting off a lot better than supers.

Squads will gain military experience for every mission they are used in (player's can select or deselect them... if they are selected they ll be included in the attack missions, if unselected they won't be used. Defense squads will all have to fight regardless, as will attack squads if the player has destruction missions being done against him) improving their effectiveness.

However losses among the squads will result in decreased effectiveness. I.e. for every 1% of the squad which dies you d loose 0.5% of the squad's experience. This means squads could potentially loose experience as they loose veteran players - so players would need to be careful how they use them. Experience would be based on missions the squads take part in (so basically the same way a player's experience is developed)

Enslavement & Corruption Tech Tree:

Focuses on corrupting and enslaving Aderan Wars.

- Enslavement: Converts a % of any enemy killed unit types into slaves which generate half the income of farmers (25) which can't be untrained or transferred. The higher the tech, the higher the % converted

- Improved slave handling: Increases the income offered per slave. The Higher the tech, the higher the income (would have a max tech level achievable i.e. say the same as farmers)

- Black Market Links. Offers the player the ability to construct a unique building type which generates XX amount of weapon types of all the techs the player has currently researched which are then placed for sale on the black-market at black-market prices. The player will recieve 50% of the funds when weapons are brought by other players.

The player would be able to upgrade their construction facilities to generate more weapons a turn.

- Slave Fodder. Player is able to use slaves (via assigning them to "slave defence forces, or slave attack forces") as cannon fodder to assist his forces in battle. Using slaves adds some power to strike/ defence and results in less damage being taken by the "proper" military forces... it however results in huge losses to the slave force for each mission conducted.

There should be a % chance based on the number of slaves assigned to defence/attack forces vs. the players "proper" forces that the slaves will rebel and turn on their masters assisting the other forces for the attack/ defense mission.

- Slave equipment facilities. Allows slaves to be better armed, increasing their effectiveness - so causing more damage, decreasing the slave losses.

- Corrupt officials. Unique attack option which can be targeted on an enemy's account to corrupt their military commanders via bribery. Results in a dramatic reduction in their military effectiveness (30 - 60%) for XXX amount of time. Can be researched to further extend the duration. (this would obviously need to be carefully thought out and be very expensive to do the mission based on the targets military forces or something)

Peace & Prosperity Tech Tree

- Fertilisation Drug Research. Increases the number of untrained units gained per day (i.e. instead of 1 UU per 1 click of the U.P button, you d gain 1.05 to start with). Ability to increase the effectiveness of the drugs.

- Worker Rights Enforcement. Your realm passes legislation which improves the conditions and happiness of your income units - increasing the kuwal per turn from them.

- Propaganda research. Your realm invests heavily into a major public relations campaign to convince soldiers and citizens of other countries your peaceful intent. Results in some desertion among enemy forces sent to attack you. Can be improved to further increase the enemy's losses to desertion (deserted units will become mercenaries and available in the mercenary market maybe?)

- Banking Sector. Investment in the banking sector allows your economy to survive better during times of war. Results in less income being lost while on realm alert level - can be improved to further reduce the impact of being on realm alert level.

-----------------------------------------------------------------------------------------------------------

A player should only be able to select one tech tree path and follow it. If they then want to go back there should be a significant cost to change their tech tree option - perhaps the cost being once you change you loose the specialist knowledge in that tech tree and therefore loose all your research?

Just a thought on something which could add a major variation to the game (since different players would follow different paths) Smile

The tech suggestions listed are more just to give you a idea.... so more suggestions could be put forward to make the tech tree's larger, and the existing idea's could be changed etc...

Thoughts/ Views?


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Post by Lord Ishurue Thu Aug 05, 2010 10:58 pm



What about Airforce first .

the Advanced Research center should have some sort of techs for Airforce .

on your idea . not one strict path . i would say u pick a primary tech path and get every tech 30% off tech increases , & a secondary tech path at normal/100% cost . all other techs would be 150% ( DUE to your realm specializing in a certain field )
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Post by Nomad Thu Aug 05, 2010 11:51 pm

Lord Ishurue wrote:

What about Airforce first .


And all the "other" updates in the works that seem to have stalled since reset has been a released and now tied to main.
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Post by Vesper Fri Aug 06, 2010 3:10 am

I do love the idea ian. I read almost the entire first half of it before I realized it was way too long. That first half of your post got some good ideas but it seems like it would be a rather large update and will take a while.
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Post by Steveanaya Fri Aug 06, 2010 5:45 am

I have to disagree with this. It would overwhelm new players just like it's overwhelming me right now. I like this game cuz it's simple. We don't want a second SGW. But that's just me:)
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Post by Vesper Fri Aug 06, 2010 5:51 am

This may be the most complex game that I have ever played tbh. It took me a little while to get everything sorted out. New players can just read tutorials or if they are like me they can take a CO off the bulletin board and drill them with questions of how to play the game Smile
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Post by PeaceDevil Fri Aug 06, 2010 5:53 am

How come that you don't like Ian's idea?... admin builds the game for him anyway, so either you like it, either you don't... IT WILL BE BUILT. So suck up and embrace the idea. Wink

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Post by Steveanaya Fri Aug 06, 2010 5:54 am

Its just too much to add on.
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Post by melonhead Fri Aug 06, 2010 6:18 pm

great idea, love it adds more depth and stragety , and about it being too much for new players, just make the cost f the adv research 2 building highenough that players will need experince time and comfort with the game before being able to purchase it
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Post by Osyndicate Fri Aug 06, 2010 7:02 pm

I think this would be an amazing update... on [potentially] a third server (Like Server 3: Srs Bussiness Srvr. -.-). However, I did not read it all, I will after I go to sleep, but the 58% of the post that I read seemed pretty thought out and reasonable. Nice post Ian =).

Ian, I really do like this idea, but I think one or two more 'tech-trees' should be initiated, perhaps one per main force (Strike,Defense,Cover,Assassin, and maybe Airforce if and when it is released) and a seemingly balanced tree just to tie it all together. And if this goes through, It would most definately deserve a section of the tutorial/wiki.

Anyways, what I really don't like about this thread is the generalized responses.
It would overwhelm new players...
<----as an example.

I do not get how something in the second, or even third (or more if the game ever gets that far!) construction yard [page] is anything that a new player should really worry about. Most 'new' players have barely bought out their first page, let alone evening know what the second has to offer.

And PeaceDevil, do you have some pent-up rage against Ian and or Admin? Cause that post had some sting buddy.


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Post by ian Fri Aug 06, 2010 9:32 pm

PeaceDevil wrote:How come that you don't like Ian's idea?... admin builds the game for him anyway, so either you like it, either you don't... IT WILL BE BUILT. So suck up and embrace the idea. Wink

Thats possibly the dumbest remark made on this forum.... Admin doesn't do anything for me - he does stuff for the game and ALL its members.

There have been numerous updates he's implemented I ve personally opposed and made known my objections - but you know what? He did it anyway - why? Because he listens to EVERYONE or dismisses everyone equally.

Noone has a influence or have a unfair say on Admin - good points are considered, bad points are dismissed, regardless of who they come from....

Given I once called you a friend and considered you a loyal member of The Commonwealth once upon a time... I m actually pretty offended you d imply I have any unfair influence over the game or admin. I didn't deserve your remarks....
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