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Tech structure use

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13 years ago
I find the rewards for making tech structures useless. They give what many users already have. I think it would be much better if they gave some bonus that you could only get through them, like unique units or overall bonuses when playing PW. Right now, there is not much of a point to making them besides advancing towards winning, and I spend my credits on other things first, like mining or defense.
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13 years ago
Yeah but unique units are unfeasible - too much work. So either they can be unlocks, or nothing basically. They also give small influence bonus but not big enough.
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13 years ago
Why not add other things, like less energy use for cloak or certain units being cheaper.
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13 years ago
I would disagree with you on it being too small Testor, especially right now in the game where influence on most worlds aren't that high, and Alliances aren't that well extended. They also help determine tie breakers on first jumps on worlds(without the need of buying from Locals)
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Skasi
13 years ago
It's good how PW now at least tries to not affect battles. The current tech related unlocks already ruined this. I'd like to see them removed and replaced by things affecting the PW galaxy (eg. IP gain, credits, artifacts) only, NOT PW battles (eg. abilities, metal, units).
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13 years ago
+1 for skasis post

I think the game should be more independend from PW - only important for alliances and drops.

And each planet should get a weight who make the price for mining and credits income.

weight 1:
500 for mining lvl1
+50 per turn

weight 1.3:
650 for mining lvl1
+65 per turn
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Skasi
13 years ago
There could be special attributes to planets to add a bit more content to PW. Like there are in FreeOrion (ancient ruins, mineral rich, natural tunnels, tectonically unstable, solid core, high axial tilt, very slow rotation, tidally locked rotation, eccentric orbit), or a dozen other games.

These should all have positive and if possible negative effects, so planets are not generally more or less important than others, but based on the situation. This can really make the galaxy-game more interesting - players will start comparing the effects, try to think of which will be more useful, later they will try to capture planets they see useful for their future plans, start to combine their bonuses, strive making the best of them.

Some basic examples, although more to clarify what I am talking about than well thought-out ideas.
* mine cheaper, but max level 2 instead of 3
* cheaper tech-structures, but no defense above level 1
* +1 artifact (tech victory), but no wormhole allowed
* can not be bombarded
There could even be some very big bonuses affecting all your planets, like Wonders (Civ) or Secret projects (SMAC). These could have "requirements" that have to be met.
* increase starship-defense on all planets of the owner by 6, ONLY active when wormholes exist on any of the owners planets
* increase credit output on owners planets by 50 when no starship factory is present
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13 years ago
> * mine cheaper, but max level 2 instead of 3
. I don't like this idea, why do you can't overdrive planetary mines :D
. But I think we should Add Planetary Mexes who prevent that you can build mexes on some mex spots - or a percentage value.
. Maybe we should calculate boni like the overdrive and make planetary fusions too.

> * cheaper tech-structures, but no defense above level 1
. I think we should let you upgrade it a little bit more for 1/3 times of the cost of a single ship each.
. lvl 1 : defense against 1 ship
. lvl 2 : defense against 2 ships
. lvl 3 : defense against 3 ships
. etc.
. And if you bomb a planet you lose as many ships as there is defense and the defense dies - but the rest destroyes one structure per ship.


> * +1 artifact (tech victory), but no wormhole allowed
. +1 - good idea, but you can also to forbid trade with locals on the artifact planets or this is a trade victory - not a tech victory.

> * can not be bombarded
. I suggest less defense costs but higher bomb efficiency if you have lost all defense capacities.

> There could even be some very big bonuses affecting all your planets, like Wonders (Civ) or Secret projects (SMAC). These could have "requirements" that have to be met.
. You can cloak your structures? lol :)
. Only decloak to anyone with IPs there - good idea !

> * increase starship-defense on all planets of the owner by 6, ONLY active when wormholes exist on any of the owners planets
. I think 6 is too much if EACH planet is affected.

> * increase credit output on owners planets by 50 when no starship factory is present
. Or decrease it if the planet can make a starship AND you or your clan have free storage for this starship.
. But increase the maximum of starship production if the mines are upgraded.

I also think that if you sent 2 ships through JumpGates one of it should instant-destroy a structure and die instead of attacking the defense first 1v1 to clear the way for other ships.
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Skasi
13 years ago
Mmh you just said "I think the game should be more independend from PW" and now say "But I think we should Add Planetary Mexes who prevent that you can build mexes on some mex spots". Decide! :P

I don't understand what you mean by the following:
"You can cloak your structures? lol :)
Only decloak to anyone with IPs there - good idea !"
I was talking about these:
http://freeciv.wikia.com/wiki/Wonder
Secret Projects are the same just a different name used in Sid Meier's Alpha Centauri.
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13 years ago
It was a joke about "secret"

I Want the game more independent from PW tech for balance - exspecially the air lab, but If the mines block both teams equal than I don't know why it should be a disadvantage - since some buildings does that anyway.

I think you should pay $credits to get informations about planetary structures - or need IPs there, or a drop.

And you shouldn't be able to see what's going on at planets who are far away from your territory.
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13 years ago
Planets cant be much different, it would just add new random factor to PW game.

Playsers dont have exact control of what planet they control and they are given one planet for free..
Specific planets made the game unfair.
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Skasi
13 years ago
They are given a planet for free? When? Where? I want, too!
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13 years ago
Yes every clan gets planet after first combat. Even if they lose - they get some backup planet instead.
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13 years ago
What's about clans without any planet because they lost this first planet?

Can't we make a "Home Planet" for each clan?

Each mining input is shared, no tech structures?
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Skasi
13 years ago
How about something different? A clan space station. One of many enormous structures orbitting the innumerable black holes located in the very center of the galaxy.
Combat between these stations is prohibited by the robots programming due to the immeasurability of the most devasting weapons - which would undoubtedly be used by any of the faction in desperate situations - on the black holes and the rest of the galaxy.

These giant architectures could be some sort of HQ, a "clan-building" providing any feature to be implemented, something permanent that represents the clan, its members and their cohesion. That kind of thing they WANT to use/improve/blah. :)
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13 years ago
but what do you want on this?

bombing resistance and shared mining? mining on a space station ? :D
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Skasi
13 years ago
You know just when talking about mining there's probably a thousand ways of acquiring resources. I bet there's an infinite number of other massive objects orbiting the center of the galaxy at very low altitude. There's star lifting - which could even be done on black holes - or some other technology your puny toy robots don't understand. :P

I was more thinking of some insane crap. Not the childish "maek me crediz" stuff.
Things that link with the clans planets: wormhole enhancements
Super weapons: Pick random planet and BOOM!
Lulz-technology: Disable all robot things in a certain area/of a certain clan/blub.

There could be satellites collecting energy or whatever that can be fought over, a whole new dimension of PW even with clans trying to conquer each others space-things.
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