Don't know if this has been brought up yet or not(since I'm quite new to fury road), but having different locked tech paths available would be awesome.
I've been stumping for this since about Day One. I've been pushing that with resources so scarce that even if you get access to the knowledge of another tech path, you've already invested too much time and material that you can't really switch over.
example paths:
Tech/science-oriented(Think Brotherhood of Steel from Fallout; oil, vehicles, heavy weapons)
Harmony(Old school/present day environmentalism; Let's get our earth back!)
Environmentalism(Preserv the environment you live in; Harness/befriend mutants, ghouls running the local powerplant, mutants fighting for their right in society, and so on.)
While many say they don't want a copy of an older game, it is true that much of the different Vision paths mimic the ideologies of the different Civs in
Sid Meier's Alpha Centauri. I also pointed out in regards to scarcity of resources, what you start out with would influence your tech path. As I said in a previous post in a different sub-forum a while ago, I gave some ideas:
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Recovery: "We had high tech and damnit we'll have it again!" Civ's using this would focus on getting old tech working again so they'd have fewer weapons but more powerful ones. They might also have more of a bunker mentality, fewer cities, but bigger ones.
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Downshift: This could be for Civ's without a lot of resources at their disposal except for maybe people so they push to use older techs like gunpowder or steam. This theme is useful if you access to sulfur and coal but maybe no oil.
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Maritime: As mentioned above, Civ's using this would focus on ships, have access to whaling boats and perhaps 'super fisheries' in the sense that the normal work boat gets only a token amount of fish whereas the maritime Civ's work boat creates a fishery that really cranks out the food. Plus they might also have access to the River Port that some mods have. They'd get increased commerce.
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Luddite: Technology brought us ruin. These folks would want to return to a simple life. Sure guys in jeeps with machine guns are bad ass, but up against LOTS of guys with crossbows is a bad thing. Perhaps also allow this theme to have the mobile yurts the one Mongol scenario had to enable them to be semi-nomadic. Either that or they get a lot less penalty for spreading out.
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Mad Scientist: Not sure how high-tech the planet was before, but perhaps they are going to focus on mutations and other bio-secrets that might have been unlocked prior to the war. You could have clones, mutates and 'necrotroops' (basically robocops) plus bio-weapons or just good old fashion chemical weapons.
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Gaian: Theme that is focused on terraforming and using fixing the planet. Similar to the Gaians in Alpha Centauri, perhaps they could use, breed many of the new mutations. Plus, who wouldn't want to have cavalry using giant spiders! =)~ Plus this theme would go for more wind-farms for electricity and bio-diesel.
Of course I wrote that a while a go and we've had a lot of good discussions on various things since then.
Once you start on one path the others become unavailable. Specific civics for each path with different levels of conflict to the civics from the other paths, different units with widely different abilities/specialties/tactics and so on. Is this plausible? Or even in line with the mods general direction? //Joel
I don't know the secrets of the Modding Ways, but beyond having semi-locked tech paths (I say this because I would expect some techs would be necessary in almost any tech path) I want to see another thing from
Sid Meier's Alpha Centauri and that is the ability to set "Blind Research" so you don't know what tech you'll get next. So even if you don't have a tech path, you're not exactly sure what you'll get next. Of course AC and older versions of Civ had each tech classed generally into 4 categories:
Growth/Ecology
Discovery/Science
Combat
Mercantile
In AC, if you were playing with Blind Research, you could set your research priorities so a more enviro-friendly Civ might go for Growth and Discovery and another might go for just Combat. Plus, you could not have any research priority and get whatever you get. It was a nice way to balance the human versus the AI since knowing how to work the tech tree really does help the human player.