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Coreward Bound : Tech tree.

 Post subject: Coreward Bound : Tech tree.
PostPosted: Sun Oct 02, 2005 10:18 pm 
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Anyone have any thoughts about tech trees?

I am designing a tech tree for zero point war. I want to know what everyone's take on the subject is before I finish the design.

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why is everything so needy?


Last edited by mortishroom on Fri Oct 07, 2005 12:48 am, edited 1 time in total.

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PostPosted: Mon Oct 03, 2005 7:53 am 
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Unctuous Toady
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Well what does the tech tree cover?

Is it limited to just starships? Or are their going to be different types starports? Say: standard, enhanced, fortified and battlestation? What about colonizing/developing/terraforming planets? Will there be new technology for that?

As far as ships go isn't the breakdown based around each individual stat plus with considerations for the different extra features (colony & cargo bays, etc)?

Already their seems to be distinct roles/paradygms of design.

Scout > Heavy Scout > Advanced Fighter > Wraith

??? > Y-23 Inceptor > AX-99 > ???

Junk > ??? > Longhaul Transport > IOC Bulk Carrier

R-1 Bomber > R-5 Bomber > Nova Bomber > Hekabomber

Colony Lander > Colony Ship > Orbital Terraformer

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

I think a good question is, what will the technology tree do that the ship design system won't do anyway?

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PostPosted: Mon Oct 03, 2005 12:56 pm 
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>Well what does the tech tree cover?

Technology.

>Is it limited to just starships?

No. As a matter ov fact, starships do not have a tech tree, but are part ov the larger tree.

>Or are their going to be different types starports? Say: standard, enhanced, fortified and battlestation?

No. The starport is a seperate facility then defense grids or fortifications. I am thinking that the number ov docks is important - as it determins the number ov fleets that can dock.

>What about colonizing/developing/terraforming planets? Will there be new technology for that?

Yes. Colony bays are out - so is clicking a button to develop / terraform. you can fit all the colonization/ development/ terraforming technology and material in a normal cargo bay, and use the items to increase the system's stats.

> As far as ships go isn't the breakdown based around each individual stat plus with considerations for the different extra features (colony & cargo bays, etc)?

The tech tree is not for ships. It is for products.

<pre>
Basic, Compound, Advanced, Item Product resources

Geo 0 1 2 3 4 5 6 7 8 9 10 11 12
#) Basic Resource
1) Matter 2 3 3 4 4 4 5 5 5 5 6 6 6
2) Ore 2 2 3 3 4 4 4 5 5 5 5 6 6
3) Gems 1 2 2 3 3 4 4 4 5 5 5 5 6
4) Chemicals 1 2 2 3 3 4 4 4 5 5 5 5
5) Precious metal 1 2 2 3 3 4 4 4 5 5 5
6) Pure water 1 2 2 3 3 4 4 4 5 5
7) Food 1 2 2 3 3 4 4 4 5
8) Organics 1 2 2 3 3 4 4 4
9) Narcotics 1 2 2 3 3 4 4

1 res = 1x all listed stuff.
Expenses = 1 food & water or 1 nutri per population, per day

Expends Requires
#) Compound Resource
1) Processed metal (Ore, Chemicals) Ore processor
2) Exotic-metal (Premet, Ore, chems) Ore processor
3) Synthetics (Organics, Chemicals) Synthasizer
4) Drugs (Narcotics, Chemicals) Synthasizer
5) Nutri (Food, Chemicals) Assembler
6) Construction material (Matter, Chemicals) Assembler
7) Haz-mat (by-product) n/a
8) Scrap (by-product) n/a

Expends Requires
#) Advanced Resource
1) Pre-Fab (synthetics, con-mat, pro-mat) ??
2) Detonation material* (synthetics, Chemicals) Munitions Plant
3) Mech parts (processed metal, ex-metal, synthetics) Mech Plant
4) Computer Components* (synthetics, precious metal, gems) Component Plant
5) Weapons 4 (Prometal, detmat) Munitions Plant
6) Weapons 8 (Prometal, hazmat, mechparts) Munitions Plant
7) Weapons 12 (Exometal, Gems, mechparts, compcomp) Munitions Plant
8) Armours 4 (Prometal, Chemicals) Mech Plant
9) Armours 8 (Prometal, mech parts) Mech Plant
10) Armours 12 (Exometal, mech parts, comp-comp) Mech Plant
11) Propulsion Systems4* (Detmat, mech parts) Component Plant
12) Propulsion Systems8* (Hazmat, mech parts) Component Plant
13) Propulsion Systems12*(Gems, mech parts, comp-comp) Component Plant
*[Det-Mat], *[Comp-Comp], *[Prop-Sys]

Expends Function
#) Structures
1) Powerplant (Varies*) Makes Power
2) Ore Processer (Matter or prefab, chemicals) Combines resources into other stuff.
3) Recycler (??) Recycles scrap and haz-mat

4) Research Academy (??? ) Increases Tech Level
5) Assembler (Processed metal) Combines resources into other stuff.
6) Synthasiser (Exotic-metal) Combines resources into other stuff.

7) Mech Plant (Con-mat, pro-metal) Combines resources into other stuff.
8) Munitions Plant (Mech parts, synthetics) Combines resources into other stuff.
9) Component Plant (Pro-metal, ex-metal) Combines resources into other stuff.

10) Stardock (Prefab) Allows Dock and Refuel
11) Shipyard (Prefab, Mech parts) Builds ships
12) Design Lab (Prefab, Comp-comp) Builds prototypes

13) Mines : ore, pre-metal, Chemical, or gems; choose 1 Collects Resource
14) Farms : food, drugs, organics, or pure water; choose 1 Collects Resource
15) Trade Port buy & sell things

?) Communications Center
?) Defense Grid

Powerplant*
1) Chemical/Organic > Medium output baised on fuel burnt. burns Organics, produces haz-mat.
2) Nuclear > High output baised on fuel burnt. burns haz-mat. Produces twice as much haz-mat.
3) Geo-thermal > low output baised on geo.
4) Solar > low power production baised on system radians.
5) Fusior > High output. burns pure water. Cannot be built.
*Most complex, all advanced and all product resources require power to generate.

Requires Facility
#) Item
1) Recharger (Chems, Synthetics) Synthasiser
2) Probe Drone (Propsys, Mechparts, Comp-Comp) Assembler
3) Ship Prototype (same as ship) Design Lab
4) Sabatour (Propsys, Detmat, Comp-Comp) Assembler
5) Protogenesis (unknown) Design Lab
6) Nav-Bouy (Propsys, Comp-Comp) Assembler
7) Propaganda (comcenter) ??
8) Commodities (??) Synthasiser
9) Cloning Device (Comp comp, Chemicals, synths) ??
10) Resource Drone (Propsys, Mechparts, Comp-Comp) Assembler
11) Entertainment (comcenter) ??
12) Starship (Weapons, Armour, PropSys) Shipyard
13) Tech Archive?
</pre>

Goals :
No stat more then 12. ever.
No clicking a harvest button.
Systems automaticly 'harvest' themselves.
Instead ov generating credits, the system generates resources.
Resources can be bought and sold.
Resources can be loaded into a cargo bay and transported.
Systems regenerate once per day when viewed by a player.
Players who own system's may tax the commerce, but this lowers system moral.
Players can only take a percentage ov the system's GDP.
This is only useful if the system is selling stuff.

Get rid ov Colony Bays.
A cargo bay will suffice to transport the required equipment :
A one-use cloning device, a habitat, and some food and water reserves.

No base cost. Supply and demand is the only thing that makes market value.

_________________
pain has lost it's tragedy...
why is everything so needy?


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PostPosted: Mon Oct 03, 2005 4:04 pm 
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Unctuous Toady
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I think it all looks great.

I like the complexity. Obviously people can just stick to the basic stuff (purely military expenditures) and get by. Of course since no one person can be good at everything then it will lead to specialization between players. This will lead to expanded trade. Heck, maybe people will even be willing to go into trade wars to defeat an opponent without ever even firing a shot.

I like how raw materials/resources are used to produce more complex items. I could see players developing their nations along different lines. Perhaps some nations will be limited in size and choose to become industrial powers and survive by selling finished products. Other nations might just decide to continue to expand and become resource generators and sell their resources for huge profits.

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

I think the "Research Academy" should expend money to operate. After all, education isn't cheap. I've got to fund universities so they can produce professionals and thinkers, as well as do research.


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