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Post by Jester on Jul 3, 2010 19:54:57 GMT -5
Hi all! Im starting to build a fleet for our upcoming games next week and want to test out the new tech trees that have been bandied about over the last week or so.
Can you take a look and make sure I have captured the most current changes that have been suggested?
Fighters Level 1 Marines (B) Level 2 Carrier Role, Interceptors Level 3 Strike Fighters Level 4 Nuclear Payload Level 5 Recon
Quantum Manipulation: Level 0 No effect Level 1 Ion Cannon Level 2 Disruptor, Heavy Disruptor Level 3 Stealth Mines, Scout Role Level 4 Advanced Stealth Generators Level 5 Marines (T8),Spatial Disruption Torpedo
Orbital Manufacturing: Level 0 Base Armor only. Max Tonnage 624 Level 1 Armor +1, Max Tonnage 706 Level 2 Armor +2, Max Tonnage 792 Level 3 Armor +3, Max Tonnage 884 Level 4 Armor +4, Max Tonnage 1000, Orbital Weapon Platform Level 5 Armor +5, Asteroid Star Fortress
Thanks!
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Post by TheDreadnought on Jul 3, 2010 22:21:04 GMT -5
Yep.
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Post by warchariot on Jul 4, 2010 0:32:31 GMT -5
Yep, tried these today, like'em very much.
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 1:25:15 GMT -5
OK, I've figured out how to make those Tech gatings on the spreadsheet. I have an updated sheet (with the Mines fix too) available. If anyone wants a copy, PM me your email and I'll send it your way.
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 2:35:41 GMT -5
Another suggestion made by a friend of mine that I kind of like a lot is to make the RDF role on the Antimatter Tech gate according to size. So it would look something like this: Anti-matter ManipulationLevel 0 Max Delta 1, No RDF Role Level 1 Max Delta 2, RDF Role (DD/CL) Level 2 Max Delta 3, Anti-Proton Torpedo, RDF Role (CA) Level 3 Max Delta 4, Anti-Neutron Torpedo, RDF Role (BC) Level 4 Max Delta 5, Plasma Torpedo Level 5 Max Delta 6, Delta Costs – 20% This gives you a lot more variety in what would have the RDF role. And it means you'd need continued investment in this tech to have a fast and maneuverable fleet across the board (which makes a lot of sense to me). Thoughts?
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Post by TheDreadnought on Jul 4, 2010 8:50:49 GMT -5
I like it. Dunno if the spreadsheet will handle it though. I'll check with Ken
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Post by warchariot on Jul 4, 2010 9:32:15 GMT -5
Would you do the same with Defender and screening roles, or are these low tech abilities?
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Post by TheDreadnought on Jul 4, 2010 9:37:52 GMT -5
I don't see as much of a payoff doing it for those roles, as I do the RDF role.
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 10:04:07 GMT -5
Indeed it does. I made the change on my spreadsheet.
It could be interesting to allow Screen DDs at a high tech level. It adds more options and since Screen doesnt stack, I dont think it would harm much.
Sure you could economize on you screening vessels, but they are also in a more fragile package and you ARE giving up the RDF or Scout role with your DDs to do so, both of which are valuable so it's certainly a nice tradeoff.
At first brush, if that was desirable I'd say Laser Tech 4 for Screen DD gating.
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 10:07:16 GMT -5
BTW, I think with these changes and some of the proposed changes to Fighter and ACs, the system is providing a VERY robust tech decision mechanic. Factions will feel very different from one another based on their tech and that is a fantastic thing IMO.
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Post by TheDreadnought on Jul 4, 2010 10:30:42 GMT -5
I like the DD screen as a high level tech option. I'd put it at Laser Weaponry 5 though to spice up the top of that tree.
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Post by kenh01 on Jul 4, 2010 10:33:35 GMT -5
As Unclejoe said, the change is do-able on the spreadsheet.
As a campaign guy, I like the idea of spreading out the ship size by role and/or tech as it increases your decision making in a campaign environment.
I am currently working on a double blind spreadsheet campaign management system to allow 2 players to play without a umpire. I had a similar one a while ago for another system that worked well by email but was more of an exploration and conquest game not a battle generator. I am streamlining it to be simpler and a better battle gererator. Unfortunatly it is in VB and will only work with EXCEL and not other programs like openoffice.
Ken
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 10:34:30 GMT -5
Laser 5 is already packed with 3 items so I couldn't add it to the physical table (without putting 2 things on one line). Apart from that, I kinda though Laser 4 looked a little lonely
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 10:35:34 GMT -5
If you're willing to post it, I'd LOVE to take a look at it.
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Post by TheDreadnought on Jul 4, 2010 10:35:35 GMT -5
Yeah, one thing that has to be kept in mind though, is you still need several roles available regardless of tech levels, so people have something to start with.
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Post by TheDreadnought on Jul 4, 2010 10:38:28 GMT -5
Laser 5 is already packed with 3 items so I couldn't add it to the physical table (without putting 2 things on one line). Apart from that, I kinda though Laser 4 looked a little lonely What if we dropped the heavy phazer to LW4. I don't see a need setting wise to be able to take one but not the other.
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Post by kenh01 on Jul 4, 2010 10:44:25 GMT -5
As these would be add-ons to the game, I would like to have Harry take a look at them first to make sure the are in line with his plans for developing the system. Also they are Macro driven and therefore unable to be sent by email as every AV program I know of will strip the macros from a spreadsheet attached to an email!!! that is why the main spreadsheet creates a clean spreadsheet to mail to your enemy. This limits the distribution to downloading from a server which i do not have access to (I do have a way to get the files to Harry though! Thanks to Harry)
Ken
PS - the system is not ready for prime time yet anyway, real life has gotten in the way of development!
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Post by TheDreadnought on Jul 4, 2010 10:50:37 GMT -5
Thanks Ken.
Yeah, Ken is part of the SDG development team and e-support for a Colonial Battlefleet campaign system would be proprietary - something we'd include in the download package. That said, I may involve some of you guys in the campaign system playtest. I had some fairly thorough notes on it already, but I'm interested in what Ken has put together.
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 12:03:50 GMT -5
Yeah, I dont see any reason why this wouldnt work. There is already 'precedent' set with the Disruptors now for having the regular and the heavy at the same tech. I'll make that change on my spreadsheet.
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unclejoe
Lieutenant Commander
Posts: 199
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Post by unclejoe on Jul 4, 2010 12:04:32 GMT -5
Okie, then I'll look forward to seeing what y'all come up with.
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