RE: [GZG] Tech tree for campaign play [long] [sec=UNCLASSIFIED]
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Fri, 24 Nov 2006 10:29:39 +1100
Subject: RE: [GZG] Tech tree for campaign play [long] [sec=UNCLASSIFIED]
I thought about not stacking developments and simply having the
difference in cost. The problem there was that it becomes very cheap to
simply hit the "best" weapons in each class without a lot of investment.
This is exacerbated between human and alien tech, as Kra'vak and Phalons
really only have 2 weapon trees each (3 with fighters) and humans have 4
(inc screens) (5 with fighters).
With alien tech *needing* larger weapons to increase
effectiveness,
it should balance out the long-term investment needed.
Tech development is very basic; just spend the MCr on tech
instead
of ships.
Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
> -----Original Message-----
> On Behalf Of mintroll-ft-list
> Sent: Thursday, November 23, 2006 9:46 PM
> Subject: Re: [GZG] Tech tree for campaign play [long]
>
> Brendan wrote: (lots)
>
> >> Basic premise is to use 10x pts cost of each system
> (smallest size of
> >>basic system; ie without extra arcs) as the research cost of each
> >>system (stacking into "tree" format).
>
> Tech Trees are always a pain to sort out - balancing issues
> aside, you need to first partition things into a sensible
> Tree, backup up by some PSB. Though I like your divisions -
> good idea about the extra arcs. Not convinved about the
> increasing costs of beams though.
>
> Perhaps you could work it on a cumulative idea. So Beam 1
> [6arc] is 30 TP, but a Beam 2 [3arc] (the basic) is also 30
> TP, ie the difference between class 2 and 1, not just
> absolute. crunches the beam tree down a lot though.
>
>
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