Re: [FT] Tech Trees
From: Roger Burton West <roger@f...>
Date: Tue, 5 Feb 2002 10:13:20 +0000
Subject: Re: [FT] Tech Trees
On Tue, Feb 05, 2002 at 04:50:35AM -0500, Thomas Barclay wrote:
>I've seen some people simulate older FT
>designs (Dean G?)
Yes.
>using waste space. This is
>fine if all you are simulating is dated tech across
>the board. It sort of is a good generic way of
>handling older designs, though it would have
>been nice to see some % quantification on how
>much more space you should use per year or
>whatever to give an across the board fair use.
Agreed; not that we have precise years for most of the older designs
anyway. (Also see below on "Changing costs/masses".)
>OTOH, what if you're trying to simulate different
>tech progressions? You have (as I see it) two
>areas you can approach this from: Limiting
>system types by "tech level" and affecting the
>costs and or masses by the same degree.
Limiting system types: this is fairly easy. I've seen campaign rules
which say "to develop system X, you must first have system Y"; in fact,
I'm planning to work on some of my own fairly soon.
Changing costs/masses: this gets harder. Not because it's a bad idea,
but because the mass/cost system is very granular; an FCS taking 2 mass
rather than 1 is a huge penalty, and there's nothing in between.
Similarly, one can't reduce the mass of an FCS without making it zero.
>As I recall in Stars!, the tech for shrinking things
>was miniaturization and became very important
>in a tech tight universe.
(mutter mutter VGAPlanets ripoff mutter mutter :-)
>My main concern is I'd like to get something
>that lets different nations progress at a very
>slightly different rate in different tech areas, but
>not enough so as to throw the whole shebang
>so far off balance that one nation is
>UberStrong. I find this a common flaw in tech
>trees - once you figure out the advantageous
>progress route or if you luckily get two or three
>potentiating or synergistic advances (J.U.M.P.
>into the Unknown comes to mind here), it
>actually means you've got a huge advantage.
Things I also want such a system to do, in no especial order:
(1) Don't allow mixed-tech ships (e.g. Stingers on a human ship),
because I find them ugly and the rules would need to be seriously
rewritten to balance them.
(2) Let resource allocation be the main factor in progress - do I
research beam-3s or build another battledreadnought?
(3) Be easy to program into my ship design software.
(4) Have multiple prerequisites for at least some items.
Any thoughts from elsewhere?