View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024232 | AI War 2 | Gameplay Idea | Dec 14, 2020 1:17 pm | Feb 22, 2022 2:54 pm | |
Reporter | Chris_McElligottPark | Assigned To | |||
Status | feature for later | Resolution | open | ||
Summary | 0024232: Cross-pollination: Bonuses to ships based on mark levels of certain other techs. | ||||
Description | Making it so that ship A, which is maybe upgraded by tech A, also gets a secondary 10% bonus from each mark level of unrelated Tech B that is researched. The idea being that these are essentially ships that would explicitly benefit from you also investing in their "opposite" techs, or things of that sort. Some of these things could also be ways to shore up otherwise-not-worth it techs, like the battlestation techs. Having certain large and powerful ships, maybe station-keepers maybe otherwise, benefit substantially in power from each battlestation tech would be interesting. The bad thing about this is that it would be hard to show the benefit to the strength of these other ship lines in the tech window, but I could update the tech window to account for these secondary effects. | ||||
Tags | No tags attached. | ||||
related to | 0020153 | feature for later | Big list of linked ship mechanics we find interesting. |
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One idea with this sort of thing would be to turn on some weapon systems or even other special ship systems (tractor beams or cloaking or whatever) if you have X levels in some specific tech. Techs basically being gates for certain systems. |
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That would entail some enormous balance passes across most of the ships in the game. I know you are not happy with the current FRS situation... perhaps it might be better to have certain tech thresholds give certain bonuses across player ships in general? And then move the FRS over to being a shop for the more unusual/exotic ships at higher than standard counts while the FRS bonuses get moved to being bonuses based around the tech you've chosen to focus on for the given game. So going Raid tech starts raising the minimum speed of all your ships. Plus extra move speed on wormhole transit. Ambush starts giving more ship types cloaking than would normally have it. Plus conditional damage resistance. Concussion adds longer ranged weapon systems to some ships on long cooldowns. Fusion gives a scaling damage bonus. Some more ships bypass shields partially. General gives scaling hull durability and regeneration (which is in the game but basically unused by current content). Melee tech ranks add effects like Vampirism and Metabolism. Subterfuge adds effects like engine stun and paralysis to certain ships. Technologist adds Parasitic or Hydra properties to ships. Forcefield tech improves all ship shields in addition to adding extra forcefields and forcefield frigates. Sentry Tech grants some more ships passive Tachyon detection and tractor beams. Citadel upgrades improve the health of all command centers and add a basic sub-weapon. Econ upgrades add an extra 15K power per rank to all non-econ command centers. Logi upgrades add a minor 15% speed per rank to all non-logi command centers. Military upgrades add a 15% damage boost per rank to non-military command centers. Though I will admit the thought of just going Technologist on a Disruption heavy session and having every Pike become Parasitic Pikes by default would be interesting. Things like that would cut down the overall variation count but potentially make some non-standard compositions a lot scarier. |
Date Modified | Username | Field | Change |
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Dec 14, 2020 1:17 pm | Chris_McElligottPark | New Issue | |
Dec 14, 2020 1:17 pm | Chris_McElligottPark | Relationship added | related to 0020153 |
Dec 14, 2020 1:32 pm | Chris_McElligottPark | Note Added: 0059963 | |
Dec 16, 2020 11:59 pm | CRCGamer | Note Added: 0060020 | |
Feb 22, 2022 2:54 pm | Daniexpert | Status | new => feature for later |