Sharing Technologies
#1
Posted 15 January 2004 - 11:16 AM
Should it be a concern?
So far, Avatar and representative images of Sha'thar and other members of the Gosht Kohr are © Stephanie M. Bittler - Synnabar http://synnabar.critter.net/
#2
Posted 15 January 2004 - 11:20 AM
I play a pirate and a colonist. The pirate is still working on 2G Industrial Science since I will not buy it with SRPs. The Colonist is slowly working on weapons and has bought better ICs, and Industrial Output and is working on antimatter engines (woopppsss)
Depends on the players flair.
Buccaneer Commander of the Pirate Fleet of Tortuga
#3
Posted 15 January 2004 - 12:36 PM
-SK
#4
Posted 15 January 2004 - 12:50 PM
#5
Posted 15 January 2004 - 01:07 PM
Why are Improved Stripmines important? They are 3x more efficient but take time and effort to make. Here are some thoughts...
Each empire has a tradition that dictates their tech. There are a few tech items that are important for all players except the stay in my home system players. These would be engines and NTWD/FTWD.
Colonizers: need to find a way to get more people off planet (better engines and quicker turn around) and also need to free up people to get them off world. (IIC, Impr Strip etc..)
Pirates/Space Combat junkies: Engines, weapons etc....
etc..
remember that to get 3G Industrial Science as quick as possible + Improved ICs for a throughput of 975 and engines to turn those ships takes (on slot 1..some of the pre req can be bought):
1G Psych, 2G Psych, 1G Civil Admin, 2G Civil Admin, 2G Industrial, 3G industrial, 2G and 3G computer, Advanced Bionics, 1G Cybernetics, MK II Nuke, MK I Fusion and MK III Fusion.
This is 13 turns of time.
A space combat man could do 3x engines, 3x weapon 1, 3x Armor, MK I Force Shield, MK I Deflector, Advanced Fuel 2x Survey Sensors in about the same amount of time.
This would mean some pretty serious combat ships out there searching. And many players will say that you can defend your homeworld etc.. While this is true I can only imagine the joy of having a pirate ship arrive at your asteroid belt and sit there while your 8 convoy route ships then process and run into the fleet losing 600 berthings or so. Ouch... (please contact the Mindsphere to share all pains)
Buccaneer Commander of the Pirate Fleet of Tortuga
#6
Posted 15 January 2004 - 01:30 PM
We surmise the galaxy'll have about as much diversity as, say, Star Trek. Everyone uses more or less the same warp tech, but some have phasers, others disruptors, etc.
And they all LOOK totally different.
Co-founding member of AWAIN
Drink more mead!
#7
Posted 15 January 2004 - 01:31 PM
#8
Posted 15 January 2004 - 01:43 PM
I agree with most of the senitments that advocate tech sharing for two reasons:
1) Even if we all knew the entire tech tree, there is no possible way that we can develop every tech in the long run which will lead to diversity; and
2) War will change our priorites
I share one concern, Sha'thar....
The focus on tech developments have been regarding improved industries and engine technology (for very good reason) -- how could a fledgling empire ignore these avenues? The result is that many empires will have Fusion/Antimatter and improved industries at the top of their research lists....making it appear that a cookie-cutter-starter-approach is materializing quickly.
In fact, it is fair to say that by turn 30-40, a majority of empires might have similar tech lists: Improved IC, Antimatter Engines, NTWD, Mk IV JSS, Mk III Force Shield, Intermediate Weapons....these are all items that we currently value based upon our current assumptions about the game....which will change.
I think that the tech pace ultimately creates the diversity. Even with SRPs, every empire will hit a ceiling on what techs we can actually "buy" -- techs beyond that ceiling will take a very long time to develop.....and thats when the hard choices have to be made. Eventually, no two empires will focus on the same thing - their needs will change as time goes on.
I voted 'no' only because I don't see this as an issue in the long run. In fact, I can see where empires that started within even a year of each other will all face the tech ceiling at about the same time. We will get bored waiting for the post-tech-ceiling items and start building warships to beat each other up (which - could easily reach your neighbor's homeworld in ONE turn with the technology outlined above provided you had all the warp points surveyed)
Another factor is weapon matchup (based on the Naval Combat Primer) - if your warmonger neighbor has non-existent Energy Weapon defenses, you would be wise to develop Energy Weapons to give yourself the edge.
Here is another scenario: say that you have eliminated the space defenses of another player. You send in your 20 divisions of troops to GATK to grab all the resources and industries....only to find 350 divisions of troops waiting for you on the ground! Decision: 1) MDD to eliminate?
We currently have the luxury to stare at the tech tree and develop away at our heart's content - but once war starts, I feel that our tech needs will change according to the severity of circumstances.
Queen Phaedra, of the Second House of Mandible Glory, Ruler of the Nine Moons and Priestess of Green Skull Clan
Formerly of the Everlasting Spawn - Empire 1728
Co-Editor of the SNROTE READER
Editorial staff kidnapped by MMB. Not accepting Submissions at this time until rescued in dramatic fashion.
No trees were killed in the creation of this message. However, many electrons were terribly inconvenienced.
#9
Posted 15 January 2004 - 02:00 PM
1. 30 turns for Antimatter is doubtful (very) unless you cripple your economy and they blow up (or so it tells us).
2. I come trampling along to your home world where you have 250 Divisions of Imperial Heavy Infantry. I land my 5 division of Heavy Infantry with my war like race. Now I have research ground weapons to say a good level.Take 1 such weapon. You have spent ooddlllllleeesss of slots to get those antimatter drives (at 9 slots it would take some 11 months....
Eternus:
Imperial Heavy Infantry = heavy Weapons strength of 40
TAC Rating Heavy Weapons: 40*250*10 (recoiless rifle) = 100,000
Mean Pirate Martin:
TAC Rating Heavy Weapons: 40*10*450 (recoiless rifle + fair + Adequate + Good group weapon for Heavy Weapons) = 180,000
Uh Oh Eternus. Also..if I am a ground combat monster my CCB bonus will be high. My 10 divisions eat your 250 for breakfast.
Buccaneer Commander of the Pirate Fleet of Tortuga
#10
Posted 15 January 2004 - 02:33 PM
MadMartinB, on Jan 15 2004, 02:00 PM, said:
You have spent ooddlllllleeesss of slots to get those antimatter drives (at 9 slots it would take some 11 months....
I wouldn't make those assumptions. I have seen interesting trends with tech beyond tier 4...
#11
Posted 15 January 2004 - 03:54 PM
Now perhapsss ssshould sssomeone get sssay 5G Ssssocial Ssscience and it opened up Imperial Universssity that bosssted onesss resssearch effortsss, we might be tempted to alter our rc ssselection and put quite a few on that one...
But we have been happily muddling along the path finding very interesssting thingsss and branchesss, thisss has allowed usss to ssstuble onto 3G Indussstrial Ssscience and improved indussstrial complexesss and the latessst dissscovery of ICE isss a very, very interesssting material we haven't quite figured it out
CTO Sssarass
#12
Posted 15 January 2004 - 06:16 PM
A no vote is actually ambiguous. If you were truly roleplaying the game, then you would/could not trade or reveal technological information until you meet an alien race within the game.
Jack
#13
Posted 15 January 2004 - 06:53 PM
#14
Posted 15 January 2004 - 09:04 PM
Exactly my point
Dr.0-
Good point
WKE-
Totally agree.
Queen Phaedra, of the Second House of Mandible Glory, Ruler of the Nine Moons and Priestess of Green Skull Clan
Formerly of the Everlasting Spawn - Empire 1728
Co-Editor of the SNROTE READER
Editorial staff kidnapped by MMB. Not accepting Submissions at this time until rescued in dramatic fashion.
No trees were killed in the creation of this message. However, many electrons were terribly inconvenienced.
#15
Posted 16 January 2004 - 05:34 PM
Case in point is the Nuclear Trans Warp Drive - who would have ever thought that you needed advanced fuel to get it. There was never any mention of any fuel issues with any of the previous techs and no explanation of "why" a fleets AP's were reduced to 0 after warp.
One other cause of the cookie cutter effect is that so far there is only a single avenue to get an item like improved industries. If there were several avenues for this tech then you wouldn't feel forced to all follow the same path just to get something which many feel could be an extremely valuable item.
JMHO of course.
Keeper of the Galactic Directory
hobknob15@gmail.com
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