Cassini
Posts: 26
Joined: 11/30/2021 Status: offline
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quote:
ORIGINAL: KingHalford quote:
ORIGINAL: eddieballgame The S&S Editor does allow one to move the techs around per tiers. This I didn't know. That's really interesting. There are some techs that I think could do with being placed lower in the tree (Solar Power is one, I think it's too effective and cheap, and providing you've got Rare Metals it's a no-brainer) You hit the nail on the head here. Early on, your development is SEVERELY limited by the 100 energy available in your starting zone. You can power your capital structure, a bureaucratic structure and maybe 1 other level I improvement (barracks, hospital, vidcom, etc.). Until you capture and hold a hex perk that has energy production, you are severely constrained. Then 'magically', once the solar panel option is available, all your energy woes disappear. You can now power all those 'laser rifles' (that you've managed to develop after about 75 rounds or so) and have energy to spare to ramp up zone development as much as metal availability holds. There needs to be an adjustment to the tech progression, to enable 'power plants' (I still haven't received this tech - but have others in the third tier down (in the tech tree) available for research. The power plant tech needs to be made available at start, and permitting production of say 50 energy at level I, then progressing upwards - all to be presumably powered by the oil available from scavenging and oil wells. It was later in my play, that I discovered the 'trick' to getting all those binary techs to become available, was to engage in a level 1 'scientific exchange' with a major power - then all the sudden the binary techs started to magically flow in. I readjusted the 'sliders' for my researchers to shift from discovery to actual research, and the usable techs starting popping up at the rate of about 1 per round (I developed the bureaucratic assets quickly to get the BP up to the point where the program was stating there was 'wasted' BP due to inefficiency). I've gone from 'slug throwers' in round 1, to having about 15 or brigades (could have double that if I didn't focus on zone development so much) with all the infantry equipped with combat suits and laser rifles by about round 75 or so (12-13 earth years time scale). Frankly, this is just too damn fast. I know players want to have all the 'Star Wars' technology, but if things are going to start off at presumably bolt action rifles, there does need to be some constraint on tech development. I skipped completely over Gauss weaponry, just because things were developing so rapidly. So my recommendation at this point would be to have the 'game' to SLOW THINGS DOWN - cut the rate of tech progression by at least half, possibly two-thirds. Each 'level' of tech should take about 60 rounds (10 earth years) AT LEAST to develop. So from bolt action (slug thrower), to carbine, to automatic, to gauss, to laser rifles should take a MINIMUM of 300 rounds to accomplish (50 earth years). Even this is too fast, but things need to progress at some rate to keep the 'game aspect' interesting - at the expense of any simulation credibility. All 'tech levels' would need to progress at the same rate (approximately 10 years to 'gain a level'). Since there are techs for ground vehicles, air vehicles, personal armor, energy production, health care, training and protection, entertainment, education, etc.; each of these could have an approximate 10 year progression - ALL progressing at the same time. The player could shift priorities - to 'push' infantry weapons at the expense of others, but if a 'balanced' approach were undertaken, each of these tech categories would advance a level in the span of about 10 years.
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