Authors:
Technology
- Specialization
Technology should promote specialization to make the game varied and interesting. Players will not be limited by arbitrary caps, but rather by the amount of time needed to research particular technologies.
Caps will be placed on energy efficiency improvements (maximum of 100% of a raw material's energy extracted for use). guildtech
- Portal (jump gate) Generators
o Guild-Level Requirements (7 players minimum): o requires 2 members with MEU lvl 1 o requires 1 member with Armor lvl 40 o requires 1 member with Containment lvl 10 o requires 1 member with Computer lvl 40 o requires 1 member with AI lvl 40 o requires 1 member with Resources lvl 40 o Player-Level Requirements: o requires Production lvl 10 o requires Armor lvl 30 o requires Computer lvl 20 o requires Resources lvl 20 o Trade Requirements:
+ Players must be able to trade with guild members with the required tech levels to obtain the needed materials. Essentially the level requirement is enforced by the availability of trade goods that can be produced with the required levels listed above. But the system will also check to ensure that the guild meets the minimum reqs.
population
- housing
- fertility
- health care
- life span
- nutrition
- entertainment
economy
- energy resources
o COL o PET o DET o UEU o SEU o LEU o HEU o MEU
- energy production
- commerce
- trade
o maps o intel o materials o shipments
military
o organization o orders o ranks o command o education o intel
science
o research o computer o AI
materials
o discovery o mining/extraction o production
defense
o turrets o shields o armor o cloaking
offense
o weapons
+ projectile + energy-based + tactical/hacks + biological + bombs
o ships
+ capital ships + escorts + resource gatherers + fighters + recon + swarms
- Expensive
Technology should be sufficiently expensive to be rewarding. Players will feel a sense of accomplishment by completing the end-game tech for a particular area. It also requires that players work together as a guild to meet end-game requirements since no single player will be able to max the tech tree in all areas within the first year.
- Computer tech yields 2X processing capacity per level
- Energy production tech yields a quantized step in efficiency for a given energy resource. Each energy resource would have perhaps 25 levels and each level would require the same amount of time with the exception of improvements in uranium refinement.
- Guild-level technologies require players to cooperate in reaching the pinnacle of technology in various areas. Currently, the only guild-level tech is portal technology. Members of a guild will gain access to build portal generators for their ships and planets if guild requirements have been met. Players who subsequently leave the guild will retain existing structures but will be unable to build new ones based upon guild-level technology. This curbs guild-hopping to an extent.
- Enabling
Technology should enable advancements within the game. These advancements might come in the form of new technologies, improved units, new units, or new abilities.
