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[freeciv-data] Re: RFC future techs/units/improvements
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[freeciv-data] Re: RFC future techs/units/improvements

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To: freeciv-data@xxxxxxxxxxx
Subject: [freeciv-data] Re: RFC future techs/units/improvements
From: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 27 Aug 2003 17:57:34 +0200
Reply-to: freeciv-data@xxxxxxxxxxx

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 ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.


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