Tech variation

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Archived from groups: rec.games.empire (More info?)

I've been thinking a little bit at how we can change the tech model in
Empire.
Note that I don't call it an upgrade or an improvement but just a change.

These changes were introduced because I'd like nations to fight with
different units.
SW Empire introduced "side" units which is a nice change to the usual Empire
game and fit perfectly in the SW theme.

For modern feel, "side" units doesn't seem to be the way to go so here are
my ideas:
(remember these are general ideas and not a detailed implementation of a new
tech model)

- there are different fields of technological ressearch, like aircraft
range, ship armor, ship guns, land motorization...etc
Basically, all the stats that improve in units would belong to a field.
Having one field per improving stat seems clearly too much.
If we want other type of tech improvements, we could have some sect related
fields like ressource exploitation (improving p.e. of mine, gold mine,
aggri, oil field and uranium mine), iron refining (improving p.e. of j and
k)..Etc
We could even have tech fields that would improve mob gain, eff gain (or
avail spent - see Retro Retrospective thread).


- the overall tech level of a country is the sum of all the tech fields.
We keep the overall tech level to maintain compatibility with stock game.
This is nice for power report, tech report and sect p.e. if no fields are
related to p.e.


- each update, a country specify the field he will improve.
This part is easy. The tech produce at the update is added to the field you
specified before the update. If something complex is wanted, we can try to
implement a per tech center assignation but I'm not sure it is something
worth.


- each unit built has automatic improvement on his stats based on the
different tech fields.
If a tech field is at zero, the unit has the base stat. In the other case,
the unit has a stat calculated from a tech equal to minimum tech to build
the unit + related tech field.
Example:
A bb needs 45 in tech to be built. If ship motorization tech fiel is at 0,
his spd will be the base spd of the bb.
If ships guns tech field is at 15 then bb will have a range based on tech 60
(45+15). If ship armor is at 6 the bb will have a def based on tech 51
(45+6).

- bleed can be scored in each tech field.
Depending on the complexity needed we can:
* put the bleed in the tech field developped by the nation.
* put bleed in the tech field most bleeding nations developp
* put each small part of bleed in the related tech field
* choose the field randomly

And we can improve the allies tech while keep general bleed. This may lead
to more nation cooperation, one developping air range while the other is
developping air load (for example).

The hardest things to do will be to make sure there's the right number of
tech fields and may be tweak the unit stat formula.
With those modifications, may be the market can be used a little bit more
(if the existing "holes" are modified).
It would be nice to have nations with different units, at least in stats if
not in type.

Please feel free to comment, point out problems or add your own version of
tech change.
If the Wolfpack team thinks it's worth something maybe we could try to work
a little bit on those ideas.

Chtom.
 
Archived from groups: rec.games.empire (More info?)

What's the rationale for keeping the bleed? I've never understood before,
and I don't in your revisions.

Otherwise, these are interesting and seem worth exploring
"Chtom" <nonono@nonono.com> wrote in message
news:cai23b$n8u$1@news-reader1.wanadoo.fr...
> I've been thinking a little bit at how we can change the tech model in
> Empire.
> Note that I don't call it an upgrade or an improvement but just a change.
>
> These changes were introduced because I'd like nations to fight with
> different units.
> SW Empire introduced "side" units which is a nice change to the usual
Empire
> game and fit perfectly in the SW theme.
>
> For modern feel, "side" units doesn't seem to be the way to go so here are
> my ideas:
> (remember these are general ideas and not a detailed implementation of a
new
> tech model)
>
> - there are different fields of technological ressearch, like aircraft
> range, ship armor, ship guns, land motorization...etc
> Basically, all the stats that improve in units would belong to a field.
> Having one field per improving stat seems clearly too much.
> If we want other type of tech improvements, we could have some sect
related
> fields like ressource exploitation (improving p.e. of mine, gold mine,
> aggri, oil field and uranium mine), iron refining (improving p.e. of j and
> k)..Etc
> We could even have tech fields that would improve mob gain, eff gain (or
> avail spent - see Retro Retrospective thread).
>
>
> - the overall tech level of a country is the sum of all the tech fields.
> We keep the overall tech level to maintain compatibility with stock game.
> This is nice for power report, tech report and sect p.e. if no fields are
> related to p.e.
>
>
> - each update, a country specify the field he will improve.
> This part is easy. The tech produce at the update is added to the field
you
> specified before the update. If something complex is wanted, we can try to
> implement a per tech center assignation but I'm not sure it is something
> worth.
>
>
> - each unit built has automatic improvement on his stats based on the
> different tech fields.
> If a tech field is at zero, the unit has the base stat. In the other case,
> the unit has a stat calculated from a tech equal to minimum tech to build
> the unit + related tech field.
> Example:
> A bb needs 45 in tech to be built. If ship motorization tech fiel is at 0,
> his spd will be the base spd of the bb.
> If ships guns tech field is at 15 then bb will have a range based on tech
60
> (45+15). If ship armor is at 6 the bb will have a def based on tech 51
> (45+6).
>
> - bleed can be scored in each tech field.
> Depending on the complexity needed we can:
> * put the bleed in the tech field developped by the nation.
> * put bleed in the tech field most bleeding nations developp
> * put each small part of bleed in the related tech field
> * choose the field randomly
>
> And we can improve the allies tech while keep general bleed. This may lead
> to more nation cooperation, one developping air range while the other is
> developping air load (for example).
>
> The hardest things to do will be to make sure there's the right number of
> tech fields and may be tweak the unit stat formula.
> With those modifications, may be the market can be used a little bit more
> (if the existing "holes" are modified).
> It would be nice to have nations with different units, at least in stats
if
> not in type.
>
> Please feel free to comment, point out problems or add your own version of
> tech change.
> If the Wolfpack team thinks it's worth something maybe we could try to
work
> a little bit on those ideas.
>
> Chtom.
>
>
 
Archived from groups: rec.games.empire (More info?)

"David" <lilienfeld@comcast.net> a écrit dans le message de
news:ENOdnd49iOI_M1Hd4p2dnA@comcast.com...
> What's the rationale for keeping the bleed? I've never understood before,
> and I don't in your revisions.

I included it for no more reason that it's part of the game.

If you look for rationale behind bleed, then you must be reminded that:
1. most important technology discoveries were done in multiple parts of the
world at roughly the same time.
2. in war, study of ennemy equipment greatly help you to have your own
ideas.

Remember that you can remove bleed if you don't want it in a game you run.

Chtom.