ospaceteam / outerspace

Outer Space is turn-base 4X multiplayer on-line strategy game.
GNU General Public License v2.0
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Research revamp #14

Open qark opened 12 years ago

qark commented 12 years ago

[As a revamp, it is meant to be proposal for rewrite/major update of a gameplay dimension according to experience with playing of current implementation, so it enable future extensions just by adding more content, without another code changes.]

Currently there are technologies in the techtree which everyone have to research. In the same fashion, there is few technologies which are rarely used by more experienced players.

Sublevel 5 as prerequisite is in my opinion bad, as it doesn't leave choices in the hands of player.

There are "ultimate technologies", ie. techs that makes everything of lower level obsolete [for example anti-small weaponry].

qark commented 12 years ago

Solution: Diversity of the techs

To fight "ultimate technologies problem", allow some techs to progress even over sublevel 5. For example for each techlevel above the one of the tech, allow another sublevel [or just special prerequisites for higher sublevels for more universal approach]. So the player could make decision, whether he wants to use Sweep Maser 4-5 or a lot cheaper Cannon 1-8.

This way we may include "endgame research" of Master of Orion - Blank techlevels above 6 allowing just these upgrades.

dahaic commented 7 years ago

For balancing reasons, it's necessary to change parameter definition from being 3rd sublevel, to the maximum one. Players do not care about -3 anyway, and use -5 most of the time. (It is now problematic in very small values, where rounding errors matters)

dahaic commented 7 years ago

We need to decouple technologies and products, so we can unlock more variants with one tech. It should make tech tree more obvious. Also maybe it's worth to think about removing turret and pod technologies, and unlock all that with base weapon tech. [Which would be priced accordingly]

Decoupling is necessary for #76