(April 7th, 2015, 21:59)WhiteMage Wrote: I need some ideas for new technologies. Particularly in Computers and Propulsion.
Not sure if you are looking for specials or a tech line, you could specify that.
Propulsion:
a) The game could use a tech line that "slows down" attacking ships incoming to a planet in late game. The main reason is what Toddestan has said right above, an attack in 1 turn is not defendable and it almost destroys the strategic part of the game (along with long range and many targets). If the AI is good, even the human player will deeply appreciate to have a tech that allows him to avoid 1-turn attacks in late game.
b) Such a tech line could have a tactical impact as well, making ships attacking player's planet slower in combat (they are too quick in the endgame, I thought). In this combination, the technologies would become desirable and powerful. It could be interesting combo with the special Warp Dissipator (making it worthwile longer) as well. These are early_midgame -> endgame devices, which is exactly the space where propulsion falters. And it will make later engine techs more important for the attacker!
I am not very strong with names and backgrounds for a tech. It should be some kind of planetary device, maybe automatically added to any planet. I remember Stars! using "speed mines" that forced ships to slow down to warp X. I'd rather see a minus factor, reducing ship speed by X where X is (1,2,3...). Ship speed can never be reduced to less than 2 this way (ships moving 1 are too easy targets and we need some usefulness for Warp Dissipator).
The second idea: I always thought propulsion should help trade. Probably by increasing max % bonus. The logic is obvious, no? Quick ships that can carry more cargo... Either automatic bonus (I probably prefer this), or some "Trade Freighters" line.
- Another possibility is to deduct success of trade from planets that can reach to other player's planets with fuel (this will help range technologies). What if trade actually helped only these "border" planets, but massively, allowing an increase of up to 50% in production on these planets? Maybe with max 2 trading partners (so overall max 100% increase on a planet, making trade planets potentially as good as the rich ones)?
- [digression] The trade should have immediate impact as well, with necessity to pay a lot of BC (based on number of trading planets) to "build the trade route" from the reserve, as this would (a) prevent player from "pretended trade" agreements and (b) improve role of the reserve. The increase of trade in MoO is too general, too slow and invisible which makes its role marginal.
Computers
My ancient idea was to make automatic spying bonus a technology line. I usually prefer tech line to auto bonus, as it gives the game more decision points. Spying drones could be a tech line, vastly improving the potential (not sure about the internal numbers). I slichtly dislike tech lines with too many levels, so I'd prefer 6 techs with overall 30-60% impovement of general spying success and probably even more improvement in the antidetection of spying identity (even when spy is caught, they cannot find who sent him).
The other part I thought about was Encryption line, strong increments (1..4), which, obviously, prevents tech stealing. I moved this idea later to Force Fields (my Security Fields suggestion), since that seems to be the poorest field. Not sure what you prefer. - You could still divide spy defense into Security Fields (general defense against spying, helping to increase level of blocked/caught spies) and Encryption (specific defense against tech stealing success when spies break in, like in 20..80% of cases). We all know how technology stealing is important. This setup, however, needs a good balance, more painful industrial and MBs sabotage etc.
(Of course, all these changes imply that the old automatic computer bonus/malus to spying is gone.)
[digression 2] Spying in general should be improved in the sequel. Spies could have 3 levels of activity instead of 2: "hide", "discreet activity" or "aggressive", with the second meaning very low risk operations with improbable success (good for peace times and Darloks) and third meaning biggest risk but quick results (like original MoO). Hidden spies should be harder to catch or harder to uncover other spies when caught, allowing you to amass a spying net before attack. Discreet activity should in general be unlikely to trigger a direct war, while it would prevent improving relations in the long term.
Force fields - one more idea
I thought that Shields should be divided into two lines:
- 1 classic Deflector shield line, with less techs (2,4,6,8...)
- alternative shields, which I called "Screens" in my notes, that "blur the target". They block less damage, but improve beam defense as well. (+1,+1; +2,+2 ; +3,+3 ...).
These lines could alternate tier by tier (something like Deflector shield II is level 5 / Alpha screen (1,1) is level 10 / Deflector shield IV is level 15 etc.). Or other distribution. Screens could be smaller to potentially fit small designs. This makes ForceFields less boring and it allows interesting choices when ship building.