Hanekem
Posts: 90
Joined: 5/22/2010 Status: offline
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quote:
ORIGINAL: Erik Rutins quote:
ORIGINAL: Handbanana THIS! OMG im loving it. They are borrowing some stuff from Stellaris, but I like it. I didn't actually realize this was also in Stellaris, but FWIW this was part of the DW2 plan since before Stellaris was released. I guess you pick from one of three or four visible projects there each time you pick, but under the hood, so to speak, it works in a similar way? A version of this has also been done in other games in the past - research where you only see the next possible project and where the paths can change is not a new idea we came up with, but we loved the idea of it as an option for DW and implemented it in the way we felt best suited to DW. Regards, - Erik To a point, Stellaris uses a card system for research projects. when a proyect completes you get a number of techs that you have access to, there is no tech tree, no visibility and a random angle that you might get the option to, say, research power armor this time but if you don't take the pick you might not get it in the next draw I do have one question about the ship hulls, these are research items? I undesrtand that having fire angles and 3d models make it more or less a need to have a max number of hardpoint for stuff (weapons and engines, at the very least, things that are in the ships guts, are in the ships guts) but I am worried about the armor and hull factor of the ships, this is an arbitrary factor (hull is 10% armor using the most advanced armor, or not) or can we tinker with it? if you are going for the latter, creating variants of Hull-X (as opposed to creating a variant of an existent ship), would that be an instant generation or some sort of research "project" (not necesarily a research, but, dunno needing a yard to chug out a hull before you can customize it)
< Message edited by Hanekem -- 1/26/2021 8:41:01 PM >
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