I would like to start creating ideas to address some of the issues I see with "required tech" and this will be the first attempt to do so. I will also be adding some of my own various tech ideas for more customization.
I had a conversation with a member of the development team quite a while ago and I had some ideas for ways to address the required Warp Drive problem. I would like to see some changes, especially since the Academy Quest forces Warp Drive as does a number of other Quests (Traitor's Reach being one).
Option 1:
- Move Warp Drive from Baryonic Shielding to Science and Exploration Tier III Unlock
- Move Hyperium Engine from Exploration Tier III Unlock to Autonomous Materials
- Move Simple Anomaly Reduction (or Evolved Soils) to Baryonic Shielding
- Move Hawking Radiation Dowser to Science and Exploration Tier V (or Tier IV) Unlock
Option 2:
- Move Q-Field Fleet Accelerator from Low Kelvin Sciences to Advanced Non-Baryonics
- Add "Fleet Warp Drive Capability" to the Q-Field Fleet Accelerator module, allowing for fleet warp
- Add AM-Field Fleet Accelerator (Fleet Movement +2, 3 Anti-Matter Cost) to Low Kelvin Sciences
- Move Titanium Colonizers from Science and Exploration Tier IV Unlock to Graviton Research
- Move Anti-Matter Engine from Science and Exploration Tier V Unlock to Tier IV Unlock
- Add Quadrinix Engine (Ship Evasion +8%, Movement +6, 1 Quadrinix Cost) to S & E Tier 5 Unlock
- Add "Ship Warp Drive Capability" to the Quadrinix Engine allowing for ship warp
- Add new module Advanced Strategic Probes (Vision Range +4, Probe Stock 3, Cooldown 2 Turns, "Reveals Wormhole Links to Vision of Fleet", 1 Quadrinix and 1 Orichalcix Cost) to Science and Exploration Tier V Unlock which can be used to "see" wormhole access points in connected star systems*
*NOTE: This would allow a fleet equipped with one of these probe modules to see any wormholes within the vision range of the fleet. This would be very useful for both exploration and hero ships. It would also be nice for any fleet to use a wormhole that is currently visible to the specialized probe's vision, allowing a fleet equipped with such a module to "hold a wormhole open" for more fleets to use by simply staying within visibility range of the wormhole access point.
Option 2 would allow specialized ships and/or fleets access to warp technology and would provide an alternative avenue for wormhole access. An icon could be added to the fleet with special warp tech or wormhole visibility tech in the same way icons are added for privateer fleets and ships and/or colonization fleets and ships.
While on the topic of strategic resource modules, and in light of the movement suggestion for Titanium Colonizers, I have a few other ideas for special colonization modules:
- Add Adamantian Colonizers (Vision Range +2, Movement Points +2, 1 Adamantian Cost) to Adaptive Colonies
- Add Orichalcix Colonizers (Ship Evasion +5%, 1.5X Warp Move Speed, 1 Orichalcix Cost) to Quantum Evasion
It is also possible to add variants to some of these modules as unique exploration or quest/event rewards.
I hope this idea does not fall on deaf ears as there could be much done to improve mid and late game customization of colony ships and giving more options or non-specific tech access to warp movement could really help this game. Also, the later Science and Exploration Techs are looking quite bare these days and some of these ideas could be a solution.
And here are some random other suggestions for higher tier Science and Exploration Tech:
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