Revamping the Research/Technology System

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Philosopher Cody
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Revamping the Research/Technology System

Postby Philosopher Cody » Tue 25 Sep, 2018 14:36

Currently in the game, Technologies are acquired by spending credits and waiting time. I would like to see this changed.

I would like to see the following:
1. Technologies are only acquirable by Experience. Experience would be expanded to include construction and production. So a player gains experience from constructing buildings, as well as building ships. Players have to exchange experience for technologies. This encourages active game playing. Right now technologies are acquired through a passive nature. Instead now, you have to be building fleet, fighting, constructing in order to get technologies. The more of that that you do the more technologies you will be able to get and the faster you can get them.
2. Technologies can be "stolen" and thus acquired from a player who has a higher level of a technology. This would involve the utilization of spies and espionage. A player would train a "Commander" called "Intelligence". The "Intelligence" commander would have the ability to learn technologies from other players. There would be a chance of this commander getting caught and executed. The "Intelligence" commander would have a 50% chance of learning a new technology from an existing player once every 2000 hours. The player picks who they want to try to learn from. Each level of the Intelligence commander reduces this time by 50 hours per level. The chance of being caught would be 10%. Command centers on the defending player's bases would increase this chance by 1% per command center.
3. Guild members can teach one another their technologies. A guild member could do a technology exchange where a member shares its knowledge of a technology with another player. This would be limited to upgraded players, and only 1 technology per person per year.
4. New technologies need to be added into the game.
4a. How about a technology that increases Jumpgate speed by 5% per level and for every 5 levels increase Astro Gas value by 1 point.
4b. Inter Galactic Defense Technology. Allows linking of bases defenses. Similar to Tachyon Communications but for defenses. Each base linked would have the total defenses of the bases linked. So if 3 bases are linked and each has 25 P-Rings then it is as though a base has 75 Prings. If a player attacks the base that has all 75 Prings and takes them out, then all of those linked base's defenses go down to 0 Prings.
4c. PreFab Construction: Each level increases Construction Capacity by 5% per level.

swearengen
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Re: Revamping the Research/Technology System

Postby swearengen » Wed 26 Sep, 2018 00:41

Might as well just go and start a brand new game.
With all these changes you are talking about.

Some of the ideas seem pretty nice.

Wizard should work on the issues he has rather then going and revamping the entire game.

Heck it took him how long to finally implement the few small chamges he has made.
And u are offering ideas that would require him to rebuild almost the entire game


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