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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Mix 'n' match special techs

ekolis's picture
Submitted by ekolis on Tue, 2008-10-07 19:59. SE:V MODs

So you basically have your "Mechanical", "Organic", and "Crystalline" techs, right? Mechanical being your basic run of the mill stuff, Organic being the stuff from the Organic racial trait, and Crystalline being the stuff from the Crystallurgy racial trait, right? Those have sort of become like the "paradigms" from Adamant in some mods... well, what if you could mix and match?

Say you divide up the tech tree into X number of "general areas" - say, like so with X=5:

Construction - covers space yards, repair, hull sizes, armor, that sort of thing
Industry - covers resource extraction, spaceports, resupply, etc.
Logistics - covers research, intelligence, ship training, ECM, etc.
Energy - covers reactors, supply storage, engines, beam weapons, etc.
Armaments - covers non-beam weapons (missiles/torpedoes/cannons/etc.)

Now, set up X*3 (in this case 15) basic tech areas off of which other things can branch... one for each possible combination of paradigm and area (such as "mechanical construction" or "organic armaments").

The cool thing now is you can give each combination its own advantages and disadvantages, and players will be free to mix and match, so they're not stuck with one "paradigm" of technology for the entire game as if they'd picked it by a racial trait. Say, organic construction technology might be expensive and slow (YOU try growing a starship! Sticking out tongue) but the resulting ships will have regeneration capability and extra hitpoints, perhaps. Organic might not shine so well when it comes to weapons, though - while they may be cheap to research and build, they won't be very powerful, except in the biological weapons category! And crystallurgy would really shine at the energy side of things but to balance that it would be expensive to research!

There would probably have to be a "barrier to entry" for each combination, though (in the form of level 1 of each tech being really expensive or requiring an expensive prerequisite) just so that empires are discouraged from over-diversifying, and if there are no "basic" techs which everyone gets to start with, you wouldn't want to play with 0 tech points to start! Eye-wink

Thoughts?

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Re: Mix 'n' match special techs

Submitted by marhawkman on Wed, 2008-10-08 10:09.

Hmm.. I like the concept...

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Re: Mix 'n' match special techs

Submitted by Vince278 on Fri, 2008-10-10 17:51.

Some paradigms don't mix well. Mechanical organics sound like an oxymoron.

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ekolis's picture
Mod Designer

Re: Mix 'n' match special techs

Submitted by ekolis on Fri, 2008-10-10 19:29.

Mechanical organics? I never said anything of the sort - I simply mean that some races might choose to use different paradigms for different aspects of their technology. I was starting with the basic premise that humans, for instance, use "organic" technology for our medicine (out of necessity - we are organic beings after all!) but we have recently in our history forgone that in our construction technology - not many things are built out of wood anymore; they're built out of concrete and metal! In the future we might become cyborgs, using both organic and mechanical technology in our bodies but perhaps using crystalline technology in our starships... the point is that no race should be locked into a single paradigm permanently; they should have the opportunity to change what they use over time and over different aspects of their affairs.

~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld* Laughing out loud

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Re: Mix 'n' match special techs

Submitted by Vince278 on Sat, 2008-10-11 17:34.

I believe I see now. How would paradigm shifts be implemented in the game? Sounds like it would involve periodically changing around the way racial points are allocated. Instead of periodic, it could also be driven by events (contact and/or combat with another race). If it is caused by contact effort should be made so it does not resemble a free tech transfer. Smiling

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Re: Mix 'n' match special techs

Submitted by marhawkman on Sat, 2008-10-11 22:52.

Nah, it's more a matter of what type of technology you use.

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Re: Mix 'n' match special techs

Submitted by battlespud on Sun, 2008-10-12 23:32.

interesting.

And btwi just realized Ekolis' siggy is in LOLSpeech.

HAI
VISIBLE "Lolz"
KTHXBYE

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Re: Mix 'n' match special techs

Submitted by Vince278 on Mon, 2008-10-13 11:07.

LOL. I've mined homeworlds before. It has a certain, yet annoying, elegance. Laughing out loud

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Re: Mix 'n' match special techs

Submitted by marhawkman on Mon, 2008-10-13 12:50.

One thing I've contemplated is the potential results of bioengeneering lifeforms to make the organic parts better at being cyborgs.

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Re: Mix 'n' match special techs

Submitted by Vince278 on Mon, 2008-10-13 16:38.

Bio-Borgs sound cool. Smiling

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