Author Topic: Racial tech specialization  (Read 732 times)

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Offline Erik Luken

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Racial tech specialization
« on: February 01, 2008, 11:26:10 AM »
I was thinking... A racial or species tech bonus would be nice. This would be low, say 5% and in one area (like the officer bonus).
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Shinanygnz

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« Reply #1 on: February 01, 2008, 11:46:14 AM »
Good idea.
Couple of possible expansions on it:
have a number of +5% you can spread around.  If you put more than 1 into an area, declining returns, e.g. 7.5% instead of 10% for 2 in an area.

and/or

if you use a +5%, you must take a -5% in another area
« Last Edit: December 31, 1969, 06:00:00 PM by Shinanygnz »
 

Offline Steve Walmsley

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Re: Racial tech specialization
« Reply #2 on: February 02, 2008, 04:47:43 AM »
Quote from: "Erik Luken"
I was thinking... A racial or species tech bonus would be nice. This would be low, say 5% and in one area (like the officer bonus).

Yes, I have been thinking about this for a while. I would probably make it a species bonus and ten percent so it had a reasonably significant impact. The other possibility is a general research bonus as one of a set of other bonuses such as production, terraforming, engine performance, pop growth, weapon accuracy, surveying speed, etc.

Steve
« Last Edit: February 02, 2008, 04:48:51 AM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #3 on: February 02, 2008, 04:48:34 AM »
Quote from: "Shinanygnz"
Good idea.
Couple of possible expansions on it:
have a number of +5% you can spread around.  If you put more than 1 into an area, declining returns, e.g. 7.5% instead of 10% for 2 in an area.

and/or

if you use a +5%, you must take a -5% in another area

Sort of like Master of Orion II, where you set a race up at the start with points applied to different areas?

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Haegan2005

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« Reply #4 on: February 02, 2008, 07:36:06 AM »
Quote from: "Steve Walmsley"
Quote from: "Shinanygnz"
Good idea.
Couple of possible expansions on it:
have a number of +5% you can spread around.  If you put more than 1 into an area, declining returns, e.g. 7.5% instead of 10% for 2 in an area.

and/or

if you use a +5%, you must take a -5% in another area
Sort of like Master of Orion II, where you set a race up at the start with points applied to different areas?

Steve


Not a bad idea. Though I like the idea of declining returns. I see it as basically setting up a master officer template that does not die :twisted: .  This could effect unrest as well as population growth. Sorry for the incoherent thoughts. Its early here.
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Shinanygnz

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« Reply #5 on: February 02, 2008, 05:21:32 PM »
Quote from: "Steve Walmsley"
Sort of like Master of Orion II, where you set a race up at the start with points applied to different areas?

Steve


Yep.  Something I always wanted to see in SA too.  Plenty of areas in Aurora that you can apply a 5% bonus to.

Stephen
« Last Edit: December 31, 1969, 06:00:00 PM by Shinanygnz »
 

Offline Steve Walmsley

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« Reply #6 on: February 03, 2008, 05:09:49 AM »
The trick is going to be setting the correct point values for balance purposes. If we start with Research as the baseline and assume 10 points for 5% increase or 30 points for a 10% increase, what would be the points required for the following. My own suggestions are included but I would be very interested in opinions as well as suggestions for other bonuses:

Research, Engine Power:
5% = 10 points, 10% = 30 points

Shipbuilding, Factory Production (Construction, Ordnance, Fighter Factories and Fuel Refineries), Mining, Crew Training Rate, Pop Growth:
5% = 8 points, 10% = 24 points

Wealth, Terraforming, Survey Speed, Weapon Accuracy, Trade Points:
5% = 6 points, 10% = 18 points

Ground Unit Strength:
5% = 3 points, 10% = 9 points

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik Luken

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« Reply #7 on: February 03, 2008, 10:35:43 AM »
Quote from: "Steve Walmsley"
The trick is going to be setting the correct point values for balance purposes. If we start with Research as the baseline and assume 10 points for 5% increase or 30 points for a 10% increase, what would be the points required for the following. My own suggestions are included but I would be very interested in opinions as well as suggestions for other bonuses:

Research, Engine Power:
5% = 10 points, 10% = 30 points

Shipbuilding, Factory Production (Construction, Ordnance, Fighter Factories and Fuel Refineries), Mining, Crew Training Rate, Pop Growth:
5% = 8 points, 10% = 24 points

Wealth, Terraforming, Survey Speed, Weapon Accuracy, Trade Points:
5% = 6 points, 10% = 18 points

Ground Unit Strength:
5% = 3 points, 10% = 9 points

Steve


Now how many points are you going to start with? 30?

That could theoretically get me a 35% ground bonus, unless the bonus is only purchasable once. Or will there be disadvantages? Negatives to various areas?
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #8 on: February 03, 2008, 11:26:25 AM »
Quote from: "Erik Luken"
Now how many points are you going to start with? 30?

That could theoretically get me a 35% ground bonus, unless the bonus is only purchasable once. Or will there be disadvantages? Negatives to various areas?

I was thinking maybe 40 but I guess that could be configurable on a game by game basis. Each will only be purchasable once, which is why I made the 10% three times as much as the 5%.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik Luken

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« Reply #9 on: February 03, 2008, 02:17:14 PM »
Quote from: "Steve Walmsley"
I was thinking maybe 40 but I guess that could be configurable on a game by game basis. Each will only be purchasable once, which is why I made the 10% three times as much as the 5%.

Steve


I think a better way would be to put the points under what is needed for the 10% level (for anything), then toss in some disads. So if you want that 10% you are taking it in the shorts elsewhere.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #10 on: February 03, 2008, 02:59:13 PM »
Quote from: "Erik Luken"
I think a better way would be to put the points under what is needed for the 10% level (for anything), then toss in some disads. So if you want that 10% you are taking it in the shorts elsewhere.

As another option, I think the way that MOO2 handled it was to be able to create additional points for advantages by selecting disadvantages.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik Luken

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« Reply #11 on: February 04, 2008, 11:12:58 AM »
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
I think a better way would be to put the points under what is needed for the 10% level (for anything), then toss in some disads. So if you want that 10% you are taking it in the shorts elsewhere.
As another option, I think the way that MOO2 handled it was to be able to create additional points for advantages by selecting disadvantages.

Steve


Yep. That's what I was getting at. If you set the points to, say 20. Then you cannot get the research/construction bonuses without getting a disadvantage or 2.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

 

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