Tech trees (medium)
From: "Tim Jones" <Tim.Jones@S...>
Date: Fri, 17 Jul 1998 08:17:48 +0100
Subject: Tech trees (medium)
Regarding to previous tech tree discussions
I found this in the archives (nothing obvious by Indy though Dean?)
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From: "Mike Wikan"
Date:Fri, 4 Apr 1997 05:56:39 -0500
Subject: Tech Levels in FT/MT
Our Campaign Tech levels are as such:
TL1: C Batt, Submunition Rack, Hulls up to Mass 22,
TL2: B Batt, Missile (Basic), Minelayers, Shield-1, Hulls to Mass 32,
PDAF
TL3: A Batt, Missile (EMP), Basic Fighters, Pulse Torpedo,
Hulls to mass 50, ADAF, Needle Beams
TL4: AA Megabatteries, Advanced Fighters, Wave Gun, Hull to mass 70,
Missile (Needle)
TL5:Dual Combination Fighters (ex:Fast-Heavy), Nova
Cannon, Cloaks, Reflex fields, Any Hull size
Everyone started out at TL1 for setup with 10,000 points to build his
entire fleet (including Orbital Shipyards/defenses) A player could
pay a one time fee at startup to boost his tech level by paying 1,000
credits per level (combined). So, for instance, if a player wanted to
start at Tech 3 he paid 5,000 of his 10,000 startup money.(TL2-2,000
+ TL3-3,000) Obviously, players only Buy advanced tech at startup
after careful consideration. Every turn (month) players receive 1,000
credits for his homeworld plus 300 credits per colony plus 100
credits per outpost as revenue. the player then pays a flat fee of
10% of the ship's build cost as a maintenance fee to support his
fleet. In order to advance Tech levels during the game, a player pays
an amount equal to the Tech level x 1,000 to advance and the Tech
level becomes available after 1d6+TL months.
So far, it is working rather well !!
Mike Wikan
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there is a blow by blow discussion here you should read:-
http://interact.canoe.ca/~jhan/Archive/1997/apr1997/1104digest.html
--
Tim Jones
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