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useless tech's.

 
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useless tech's. - 2/10/2012 6:49:57 AM   
msnevil

 

Posts: 46
Joined: 8/10/2011
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1) Top "small" rail gun appears kinda of useless.

(Assumes equal tech parity.)
Starting rail gun weaponry vrs shields. lvl 1 : Dam 4 (2 shields\2 deflected via armor = 0 damage)
lvl 2 : Dam 5 (3 shields\2 deflected via armor = 0 damage)
Lg Rail Guns lvl 2 : Dam 9 (5 shileds\2 deflected via armor, 2 internal damage)
2 small rail guns Lvl 2 : Dam 5 * 2 (6 shields\ 2*2 deflected via armor = 0 damage)

notice (I do see a small percentage bleeds through the armor. making me wonder if the armor damage deflected is not absolute.)

solution: Role play, the small rail guns is for private use, and the "police force" Escort ships. Makes pretend police sirens.

2) Robotic defenses: ie star wars robots, cannon fodder for normal troops to blow up.

Solution :Use them as cannon fodder, throw them in first, then send in the elite to clean up the mess. Ie enemy troops. (ie peasant soldiers before knights. laugh manically.)

3)proximity sensors Why follow them when you can use "hyperjump inhibiting instead."

Solution: Watch you police force chase after pirates all over the universe. ie key stone cops.

4) scanner jammers

Does the ai even use these? Flavor tech?

Solution : pretend your playing a multi-player game with really drunk "mute" players.

5) Research into your own "native type" planet, flavor tech?

Solution: role play, This is a "earmark" tech. For the zenox poet society. "poet I am, and know it i don't"

6) Crew systems: smaller space use of hab\life support, ie making the use of cramped quarters. A few extra size points, whoopee.

Solution: Boys\girls don't need separate bathrooms\sleeping quarters etc., add medical centers for birthing rooms d\t cohabitation pregnancies. ie the "love boat". (also pretend, we shot attuks out of the airlock.)

7 )Any tech that adds "development points" after the first 50, it doesn't seem to add anything else.
Post #: 1
RE: useless tech's. - 2/10/2012 8:04:19 AM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
quote:

Robotic defenses: ie star wars robots


You are very, very wrong. I can produce robots in huge numbers for a very low cost. Such force can easily conquer ANY colony. And robots can get experience and become stronger.


(in reply to msnevil)
Post #: 2
RE: useless tech's. - 2/10/2012 11:05:49 AM   
Gzu

 

Posts: 14
Joined: 11/27/2011
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quote:

ORIGINAL: msnevil

5) Research into your own "native type" planet, flavor tech?

Solution: role play, This is a "earmark" tech. For the zenox poet society. "poet I am, and know it i don't"


Simple example:
If your native planet type is desert and you research desert colonization you will get double population growth on continental planets.

(in reply to msnevil)
Post #: 3
RE: useless tech's. - 2/10/2012 11:34:41 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
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do the tech descriptions actually make it clear what the real "game" benefits are though

i must admit that some of the techs mentioned above i also didn;t bother with because there is no obvious benefit


(in reply to Gzu)
Post #: 4
RE: useless tech's. - 2/10/2012 1:34:41 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
The A.I using scanner jammers stops you scanning them.

I think the rest have some use but Crew systems need to be reworked.

_____________________________


(in reply to sanderz)
Post #: 5
RE: useless tech's. - 2/13/2012 11:04:23 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
Crew systems do seem largely irrelevant for the cost involved. Is it such a big deal to get these?

(in reply to ASHBERY76)
Post #: 6
RE: useless tech's. - 2/13/2012 12:28:36 PM   
adecoy95


Posts: 420
Joined: 3/26/2010
Status: offline

quote:

ORIGINAL: WiZz

quote:

Robotic defenses: ie star wars robots


You are very, very wrong. I can produce robots in huge numbers for a very low cost. Such force can easily conquer ANY colony. And robots can get experience and become stronger.




he is right, the robots are by far the best kind of troop in the game

(in reply to WiZz)
Post #: 7
RE: useless tech's. - 2/14/2012 12:19:42 PM   
onomastikon

 

Posts: 193
Joined: 11/29/2011
Status: offline
I agree wholeheartedly regarding Crew quarters. This seems to be a remnant from some pre-release design where the Space Empires series seemed to be such a heavy influence that every ship component seemed to need to be cloned. I do not see a reason why this tech branch need be modified or changed -- removed would do nicely. (And it is hard to role-play boy/girl integrated bathrooms when you are playing bugs.) There is enough choice as it is.

I disagree with most other things, although most of them are hardly on my high priority list. I like proximity scanners on scouts, and it is nice to have a slightly early warning before enemy ships arrive. While I have never used the smaller guns, I bet that some people might in some circumstances.

(in reply to adecoy95)
Post #: 8
RE: useless tech's. - 2/14/2012 4:33:45 PM   
Theluin


Posts: 189
Joined: 5/13/2011
From: Europe, Terra
Status: offline
I use small rail guns all the time. And they do deal damage. From what I understood of Eric's explanation of rail gun mechanics shields do not reduce the damage but rather half of the bullets hit the shields and the other half hits the armor (But I'm not 100% sure on this )

(in reply to onomastikon)
Post #: 9
RE: useless tech's. - 2/14/2012 9:04:36 PM   
Jon Micheelsen

 

Posts: 143
Joined: 12/26/2011
Status: offline
Small rail guns are absolutely devastating - even against the best armor and shields. I use them extensively. They destroy components drastically reducing the enemy's ability to fight back or get away way before the shields are gone. Compared to the bigger ones they take up a lot less space but don't allow you to bombard planets.

I normally go for getting an independent colony with some tough ground race, make an academy there and then build clone bases on the rest. It should in theory work I would love if you could build all kinds of troop facilities on all worlds however and have a mix of troops. It makes no sense that it's one kind only.

I put proximity sensors on everything. The more you can know about what goes on the better. Hyper-deny and inhibitors are for a completely different purpose. Sometimes you want an enemy to be able to run away and track where it's going.

Does development not stack beyond 50%!? There are wonders that add 60%... Are you sure?
Scanner jammers are right now a tad obsolete. Same applies for the scanners. I have yet to experience a situation where I was required to use either to handle a problem. If the scanner had a much much longer range and the ai actually adapted ship designs to counter yours better it could maybe find a real purpose. If there were black market goods, like for instance slaves or if you could steal freighters - and their cargo - if there where actually techs being smuggled out in freighters during spy missions, it could be awesome to have police class ships on intercept missions with scanners trying to find contraband.

I agree on the colony tech tree is a bit odd, if you could customize what comes first for each race in the race file, would be awesome.

Crew systems takes up very little space, making research into them so low on the research priority that it's almost silly. I wouldn't mind if they took up much much more space. 5x the size would be fine in my world.

(in reply to Theluin)
Post #: 10
RE: useless tech's. - 2/17/2012 6:41:12 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
In my opinion crew/habitation tech should be a first level tech. It is absurd that it costs as much as level 2 countermeasures etc. Also, it could be better if hab modules and life support simply cost more as maintenance. Then this tech could also have a noticable effect on your economy. As soon as you do that tho then the command center tech becomes the weakest research tech.

Personally I always get the upgraded command center but do others? Is 4% improvement worth it?

PS going off memory. Hab tech might even be level 3 which just underlines my point.

(in reply to Jon Micheelsen)
Post #: 11
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