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New tech screen : free tech gift for quadrant level-up !

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8 years ago
Jan 7, 2017, 9:35:41 AM

The game would give a free "mandatory" tech each time the player level up in a quadrant.


By removing these "must-have" techs from the science screen, it gives player  more freedom to choose what they want to specialise in.
Thus giving more importance to optional choices a player makes.


Following exemples are just for giving an idea of what players could gain.


Exemples :


- Expand quadrant (inf/food)

* lvl 2 gives Xenosynergy (diplo with minor faction)

* lvl3 gives Flexibles bureaucracy (diplo with empires)

* lvl 4 gives Advanced diplomacy options

* Lvl5, 6 : ...


- Exploit quadrant (dust/industry)

* lvl 2 gives Accelerated Production (pay buildings with dust)

* lvl 3 gives G-Good exchange (market: luxury & strategic)

* lvl 4 gives G-Services exchanges (market: mercenary & heroes)

* lvl 5 gives Self-mining NPO (+2 ressource gen on ressource deposits)

* lvl 6 : ...


-Exterminate quadrant (military)

* lvl 2 gives raze systems

* lvl 3, 4, 5, 6: gain (this level) CP (total at lvl 6 : 3+4+5+6 = +18CP)


- Explore quadrant (science/exploration)

* lvl 2, 3, 4, 5, 6: the player choose one free planet tech.

Updated 7 days ago.
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Implemented

The IMPLEMENTED status designates ideas that have been implemented in the game.

Dagart

DEV Dagart

status updated 7 years ago

We have added stages unlock in the release version, which works almost like what you described. 

The status of this idea has been changed to IMPLEMENTED as it has been implemented in the game. High five! Congratulations!

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8 years ago
Jan 7, 2017, 10:39:51 AM

An interesting proposition.

Still don't voted yet, because we won't know how it can work until we see teh new tech tree, and also we don't know how planet grid and colonisation techs will be reworked (which seems probable).

Depeneding how it ends, just remeber me to get a +1.

Suspect won't be more than 3-4 weeks as they said next update will come this month.

Updated 8 years ago.
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8 years ago
Jan 7, 2017, 7:08:33 PM

I know this may be too early, but better too early than too late :)

They said nothing, it was us making hypothesis : we just can count 5 weeks since update 2, but there was the vacations, so +1 or +2.


If they want to take more time, I personally won't make a scandal :)

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8 years ago
Jan 7, 2017, 7:20:06 PM
Kweel_Nakashyn wrote:

 

If they want to take more time, I personally won't make a scandal :)

I too won't blame them.

Just remeber when the new tech tree is in game. The idea sounds good with actual system: it makes less mandatory techs to research. But who knows what will happen with the new one.

I hope a GDD update before update 2 or something.

Updated 8 years ago.
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8 years ago
Jan 8, 2017, 11:13:02 AM

Yeah, that's the idea, it's in the title. This is based about the info they gave about that new tech tree.
Those "free tech" would time the discoveries more or less at the moment the old system timed those, so not everything is unlocked at turn 1 but gets delayed.


The new planet system, if there is one, is something they did not spoke about.

This could be for exemple a loto grid,  where each tech would make you put adjacent pawns of the allready known planets. And each pawn would make you learn a tech.


There, those free techs would make you place non-adjacent pawns. This is better in a sense, but they do not come by pairs.


I know this is a big hypothesis there. Any system value any system. I said that just to use the main idea, which is free techs.
Whatever the planet system is or would be, this could be adapted to any system without much difficulties I think, since it's just a matter of rule imagination.
Maybe with yours limiting this on column or rows.


The only purpose is to remove some of the planet techs from mandatory things to learn, since playing a game without those is impossible.


The spirit here is "if it's impossible to play without some tech, then they should be gifted". So the modalities of doing so... I don't know yet. But this should solve some difficulties there.

Updated 8 years ago.
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8 years ago
Jan 10, 2017, 2:17:51 AM

I imagine that this could also be used to further distinguish factions/would need to do so for factions that use unusual resources, like the Harmony from ES1, Broken Lords/Forgotten from EL, or the pitched mechanics of the Unfallen including using Food in place of Industry.

In particular Harmony stand out as being the race that would most need this sort of differentiation, as while the Marketplace techs are inarguably must-haves for all other factions (and would thus meet criteria for this), they gain absolutely nothing from them.


Regardless, it's a good idea and would cut down on there being a set of researches that are always prioritized (provided that the new tech tree doesn't already do something to alleviate this issue).

Updated 8 years ago.
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8 years ago
Jan 10, 2017, 9:47:28 AM
Dartonus wrote:

I imagine that this could also be used to further distinguish factions/would need to do so for factions that use unusual resources, like the Harmony from ES1, Broken Lords/Forgotten from EL, or the pitched mechanics of the Unfallen including using Food in place of Industry.

In particular Harmony stand out as being the race that would most need this sort of differentiation, as while the Marketplace techs are inarguably must-haves for all other factions (and would thus meet criteria for this), they gain absolutely nothing from them.


Regardless, it's a good idea and would cut down on there being a set of researches that are always prioritized (provided that the new tech tree doesn't already do something to alleviate this issue).

Yea. This is a goodpoint. Giving different techs (at least in some areas) may be a good thing to make factions more different. Like giving the market to Lumeris and some industrial improvement o UE.

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8 years ago
Jan 11, 2017, 8:35:52 PM

This is right, yes.


"Core features" of what makes a faction working should be gifted, and that makes perfect sense if a "core feature" of a faction would be an option, that this thing should be replaced by something unavoidable to the developpement of that faction.


The only thing is, with the proposed system, unlocked tech may be more numerous, some things should be arbitrated.


Millstones, this is it.

Updated 8 years ago.
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8 years ago
Jan 22, 2017, 10:23:18 PM

Okayyyyy... It seems to be I saw the future :)


Maybe this ne should be tagged "in game" or something ?

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8 years ago
Jan 23, 2017, 1:23:59 AM
Kweel_Nakashyn wrote:

Okayyyyy... It seems to be I saw the future :)


Maybe this ne should be tagged "in game" or something ?

Yea They're giving us a sort of this free tech you proposed. Just look at military quarter.

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Implemented

The IMPLEMENTED status designates ideas that have been implemented in the game.

Dagart

DEV Dagart

status updated 7 years ago

We have added stages unlock in the release version, which works almost like what you described. 

The status of this idea has been changed to IMPLEMENTED as it has been implemented in the game. High five! Congratulations!

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7 years ago
Dec 7, 2017, 8:41:49 PM

This idea is nice, but in my opinion it's a bit short. It would be good if the military quadrant unlocked more rewards, such as white weapons or something. Also, choosing planet technologies as a reward is not precipitate? It looks like something wrong to me.

Updated 7 years ago.
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