New Weapons needed in DW

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Sinnari
Posts: 8
Joined: Mon Jun 28, 2010 11:00 am

RE: New Weapons needed in DW

Post by Sinnari »

Agreed. I think that tech trees depending on culture or race are closer to perfection than anything else i can think or remember of.. and relatively easy to implement.

One of possible original ways to implement this, is to put cultural and racial weights on technologies. So that technologies are not actually reserved for any particular race or culture or government type, but are more likely to be discovered by races with corresponding culture and preferencies... for example, traders would tend to discover better technologies in cargo storage, engines speed and so on.. war-oriented species would be better at weapons... some of them on beamery and some of them at rocketry.. depending also on their racial and cultural psycology.. However, I strongly encourage making every tech available to everyone but with certain valuable penalties and bonuses. So that even perfect pacifists could develop a planetkiller but pay much with money, time, resource, and colony separation...


Hmmm.. actually, there is a big field for research here.. But one thing is for sure.. you all are talking here about weapons balancing which is right, but do not forget about balancing with other things. Like, remember, StarCraft where all factors were mix-balanced - tech, firepower, toughness, swiftness, specials and so on.. everything was cross-balanced, not catagory-balanced. This is very important I think. Thank you.
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