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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: Miguel Farah <miguel@xxxxx>
Date: Wed, 27 Aug 2003 20:33:04 -0400
Reply-to: freeciv-data@xxxxxxxxxxx

 Thomas Strub [27/08/2003 12:06] dijo/said:
>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.

Er... don't you mean the computer 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. 

Like I did with the Yamato battleship, if I understand you correctly.



>The concept of the offshore fishing farm is nice but should be possible
>for land too.

I didn't bother with that because I assumed all of the land would be
taken by cities.


>>  [Medicine] + [Labor Union]
>>  |
>>  |
>>  v
>>  tech: PSYCHOANALYSIS (-2 unhappy citizens per city)
>>                       OBSOLETES: J.S. Bach's Cathedral
>
>You _can't_ obsoletes J.S. ... 

You can now. :-)


>[...]
>>  +->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 ...

Which are supposed to be countered by city shields. The effect is that
powerful, resourceful nations will be able to wipe out weak nations.





>>  |  tech: CRYPTOGRAPHY (+1 corruption in all cities)
>>  |  |
>>  |  |<---[space flight]
>
>Think you should then increase happyness or something like that too.

Sounds OK.


>[...]
>>  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. 

Then the city should build something to house the AIs. How?



>>  |  |<---[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.

I thought the same, actually. I thought about setting a 2000 cost, but
never changed that.



>[...]
>>  |  +------> 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.

City walls are basically stones. City shields would be energy fields,
which can be disrupted with the proper tool (just like you can jam radio
transmissions). The idea is that an attack party should have a disruptor
to disable the shields so it can attack the city more easily. But maybe
it's too much.



>[...]
>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.

When I said some of the ideas were too much, THIS is what I was thinking
about. It essentialy changes the structure of cities into a single
megacity, and completely changes the game.



-- 
MIGUEL FARAH              //   NOmigSPuelAM@xxxxx
#include <disclaimer.h>   //   http://www.farah.cl
<*>
"UNIX was not designed to stop you from doing stupid things, because
 that would also stop you from doing clever things."
- Doug Gwyn  


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