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 New Idea: Tech Levels! 
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Data Realms Elite
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Post Re: New Idea: Tech Levels!
Arcalane wrote:
Bad Boy wrote:
Gameplay - This makes it harder for one team to completely stomp the other since the losing team would have better tech to make up for their lack of gold.


The problem here is that better tech also costs more, so if you're low on cash already it probably won't help you very much.


I thought the same thing. Maybe there should be an option to invest requisition on gold sites to get more gold per turn with a max on how many gold sites you can improve and how much you can improve them. Let's say 1/3 or 1/4 of the total sites can be upgraded three or four times, so that you could get 1250 oz at lvl 1, 1500 oz at lvl 2 and 2000 oz when the site is fully upgraded. It would also give more importance to capture or protect specific sites.


Bad Boy wrote:
Also Asklar, based on that comment I think you'll like UL 2.


UL2 as in what I'm probably thinking?


Sun Jun 17, 2012 11:30 pm
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Post Re: New Idea: Tech Levels!
I feel kind of dumb for not thinking of that but it would indeed be a problem. Asklar's solution could work or prices could be rebalanced for that. Or there could be (specifically for the metagame) Mk II versions of weapons and troops coded that would cost the same as the original but be slightly better. Or some combination of all three of these. If tech unlocking happens I think there'll need to be more tech for each faction anyway and Mk II versions aren't really that big of a cop out as long as they seem noticeably better.

Yep, as in Unmapped Lands 2. With mouse control, research, a bunch of upgrades for territories and a whole whack of other stuff. Obviously it's not finished but the strategic screen's all done and looks and feels great (weegee's amazing) and the tactical stuff is coming along. He said when he started it that it can be freely shared since it's no secret but I think it's better if you get it from him than me since it's all his work, all I've done so far is point out bugs. If you want to try out what's been done so far, pm him and ask him to add you to the set of people he's sending it out to, I'm sure he'd be happy to do so. I'm sorry for being a ♥♥♥♥ by not just posting it here so you can get it but I'd feel awful posting it without making sure it is okay with him.


Mon Jun 18, 2012 1:37 am
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Data Realms Elite
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Post Re: New Idea: Tech Levels!
Bad Boy wrote:
I feel kind of dumb for not thinking of that but it would indeed be a problem. Asklar's solution could work or prices could be rebalanced for that. Or there could be (specifically for the metagame) Mk II versions of weapons and troops coded that would cost the same as the original but be slightly better. Or some combination of all three of these. If tech unlocking happens I think there'll need to be more tech for each faction anyway and Mk II versions aren't really that big of a cop out as long as they seem noticeably better.


I thought about that too, like when actors level up on Cortex Shock and you get a better one which is "the same one" but applied to weapons.
It might work interestingly, but who knows. Seems like we are overcomplicating things.

--

Weegee is making his own version of the metagame. Again.


Mon Jun 18, 2012 2:31 am
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Post Re: New Idea: Tech Levels!
Arcalane wrote:
Bad Boy wrote:
Gameplay - This makes it harder for one team to completely stomp the other since the losing team would have better tech to make up for their lack of gold.


The problem here is that better tech also costs more, so if you're low on cash already it probably won't help you very much.

What if we make requisition not for unlocking tech, but as a secondary resource required when buying high tier items? Like gas in Starcraft or power in 40k?

The high tier units are not necessarily defined by a high price, but rather the need for a rarer resource. This prevents the use of ridiculous prices, while also preventing the side with more gold sites to enmass top tier units. The losing team can spend the req along with a reasonable amount of gold for an immediate helping hand, instead of wasting time on long term investments that may or may not pay off in the end.


Mon Jun 18, 2012 12:10 pm
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