[freeciv-data] Re: RFC future techs/units/improvements
Thomas Strub <[email protected]> Wed, 27 Aug 2003 17:57:34 +0200
| Newsgroups | gmane.games.freeciv.data |
|---|---|
| Message-ID | <[email protected]> |
On Tue, Aug 26, 2003 at 08:07:41PM -0400, Miguel Farah wrote: > Paul Zastoupil [26/08/2003 16:29] dijo/said: > Quite a while ago, I designed a "Future Modpack" incorporating loads of > new technologies. I didn't do much with it, due to lack of time (and > programming skills, and ...) and the fact that some of them were TOO > much. > > Anyway, this is the design spec I have: > > -----8<--------8<--------8<--------8<--------8<--------8<--------8<----- > FUTURETECH MODPACK - SPEC 0.9 I like most of your ideas. But i think its not 100% balanced, some powerful techs come to early for example the spy network. One other thing i don't like is the free giving from additional attacking points for some techs. Make a new unit with nearly the same values, think naming shouldn't be the biggest problem. The concept of the offshore fishing farm is nice but should be possible for land too. > [Medicine] + [Labor Union] > | > | > v > tech: PSYCHOANALYSIS (-2 unhappy citizens per city) > OBSOLETES: J.S. Bach's Cathedral You _can't_ obsoletes J.S. ... > tech: FIBERPLASTICS (+10% production in every city with a Mfg. Plant???) > | > |<---[Robotics] > | > v > tech: NANOTECHNOLOGY (?+20% production in every city with a Mfg. Plant) > | > |<---[Combined Arms] Make a new improvement which increases the production, perhaps Mfg. Plant II. > tech: EXOSKELETON (+1 defense to Partisans) Ok. > | +-->improvement: BARRACKS IV (Veteran units bla bla; also attends > | helicopter type units) > | cost: 60 upkeep: 1 Yet another building which i don't build :-) > +->tech: INTEGRATED WEAPONRY (allows building Assault Tanks) > | | OBSOLETES: Armor, Howitzer > | | > | | > | +------> unit: ASSAULT TANK (new attack unit that combines the > | artillery and cavalry into one) > | cost: 200 attack: 15 > | defense: 8 move: 4 > | firepower: 2 hitpoints: 50 > | basic upk: 1S vision: 1 > | AttackFast, AttackStrong, IgWall Think that unit is too strong ... 8 defense, 4 movement ... > +------>unit: TROOPER (new land type unit, specialized for attack) > cost: 120 attack: 12 > defense: 6 move: 5 > firepower: 1 hitpoints: 40 > basic upk: 1S vision: 2 > DefendOk, IgTer, IgZoc, Marine, Paratrooper Very strong unit too ... > | tech: CRYPTOGRAPHY (+1 corruption in all cities) > | | > | |<---[space flight] Think you should then increase happyness or something like that too. > | tech: TRANSGENIC CROPS (+1 food in all farmland squares) Should be another terrain improvement. > tech: ADVANCED A.I. (duplicates global science output) > | OBSOLETES: Copernicus' Observatory > | Isaac Newton's College There should be a building that increases the science output then. You shouldn't get more without investing something. There is no free lunch. > | |<---[Recycling] /* (should be Environmentalism) */ > | | > | v > | tech: CLIMATOLOGY > | | > | | > | +------> wonder: WEATHER CONTROL (global warming ceases, no matter > | what; requires a recycling center) > | cost: 960 To powerful ... or to cheap. > | [Fusion Power] > | | > | v > +->tech: SHIELDING (provides superior city defense) > | | > | | > | +------> improvement: CITY SHIELDS (duplicates overall city defense; > | | ineffective against disruptors > | | (and nothing else); requires city > | | walls previously built) > | | cost: 400 upkeep: 5 Nice to have an idea against the "obsoleted city wall" > | +------> unit: DISRUPTOR (when placed ADJACENT to a non-friendly > | city, it disrupts its shields; effects > | disappear if moved away or destroyed) > | cost: 300 attack: 0 > | defense: 1 move: 4 > | firepower: 0 hitpoints: 20 > | basic upk: 2S,1U vision: 1 > | + non-military "disrupts its shields" please explain. > +->tech: ANTIGRAVITY (+3 move points for all missiles) More movepoint because new tech is ok. > | | > | |<---[Plasma Weaponry] > | | > | +->tech: EMV (allows construction of Skimmers, Starfuries and > | | Thunderbolts) > | | OBSOLETES: Helicopter, Stealth Fighter, Stealth Bomber Perhaps there should be 2-3 additional techs until you get all that units. > | +------> unit: SKIMMER (Heli type unit, more compact and stronger) > | +------> unit: STARFURY (fighter unit, more compact and stronger) > | +------> unit: THUNDERBOLT (bomber unit, more compact and stronger) > | cost: 240 attack: 20 > | defense: 8 move: 10 > | firepower: 2 hitpoints: 30 > | basic upk: 1S,1U vision: 4 To much defense for a bomber .. usually they are easy to hunt down. Don't forget that there are not many units which can attack them. > +->tech: FARCASTING (allows teletransportation) [...] Keep it simple ... no unit should need such long rules. Thomas -- Thomas Strub *** eMail [email protected] jb: people are stupid, they don't want to learn.