GZG List archives -- November 2006

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[GZG] Re: [FT] Tech tree for FT campaign play



Brenan wrote:

>>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.

As a simple Tech Tree System I think it is a good idea, the problems arise with how the campaign is structured.

For example, in our one, thrust is a key factor in set up for battles, as well as attempting to escape. Under a non-stacked system like would people would pay out for large thrusts over weapons.
Thus the 'normal' initial ships, small quick scouts with a gun, would be bi-passed as they are inefficient Tech wise (by thrust).

The idea we had was to set up an interlocking tech tree, with a difference based cost for each higher tech. The key was to include a base cost for beginning certain techs and extra cost at higher levels. This is how most computer games run their tech trees. We abandoned this idea fairly quickly as we could come to no agrement about these extra costs - it would take a lot of effort to balance. Especially as you point out that the Alien tech trees are smaller.

The final problem is what various groups include - I've listed everything for our campaign in the Systems Compendium. But other groups may alter this mix, or even disagree with the PSB behind an interlocking tree. I'll try dig out the rough tree we drew up, make a digital version and upload it for comparison.


Simon
-- 
Experience is the fool's best teacher; the wise do not need it.

http://fullthrust.2-72.co.uk

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