DragoNES Pre-Thread: Space? Maybe?

I can compile a list of planetary improvements from Galactic Civilizations II if you like Dragonson.
 
Ideas, eh? Buildings: Mage University, Orbital Shipyard, Hypervelocity Cannon, Research Facility, Battle Factory, Stargate, Fortress, Orbital Shield, blahblahblah

However, I believe that each nation should have a few (or WAY more) unique buildings of their own a la Twilight of the Arnor. Even their own tech tree.

For example, Kranoth may have the best of the best factories of all, but their Research department would SUCK.

Anyways. Tech Tree

I believe that all nation should have a different Tech Tree. Since we are living in different parts of galaxy, that is. The simple Principle parts of technology wouldprobably be similiar. Engines, life support, research lab, factory design, sensors and communication tech will be similiar.

Weapons, ship design, computer system, and everything else would be completely different from each other.

As such:

Engines:
Level 1: Simple Hyperspace
Level 2: Impulse Drive
Level 3: Stellar Folding (branches off into Spacial manipulation)
Level 4: Slipspace
Level 5: ???

Teleportation:
Level 1: Teleportation within a solarsystem (a receiver necessory).
Level 2: ???
Level 3: ???
Level 4: A ship can teleport to whatever system with tremendous amount of energy.
Level 5: An entire fleet can teleport to whatever system with tremendous amount of energy

and blah blah blah
 
Just some tech suggestions
Shields
Spoiler :
1) Magnetic shield: anti-projectile and blocks teleportation/hyperspace/slip space/etc
2) Energy Shield: anti-laser/plasma, all ship sized
3) Miniaturized Energy Shield: man-sized
4) Gravitational Shield: blocks all incoming attacks, ship sized
5) Planet sized Gravitational shield


Energy Plants
Spoiler :
1) Fission Plants: nuclear plants of today, can explode if breached
2) Fusion Plants: nuclear plants of tomorrow, safer and more efficent
3) Annihilation Plants: will explode if breached, highly efficient. Uses anti-matter for complete mass to energy conversion. What they have in Star Trek
4) Quantum Plants: not really, found on Alpha centauri and liked the name
5) Singularity Plants: sucks up hawking radiation from a mini black hole


Computers
Spoiler :
1) Electronic: what we have today with improvements but basically the same
2) Optical: uses light instead of wiring
3) Bell: Instant via accessing bell continuum on a limited scale or, if you're anti-tech then Mentat: People trained since birth into being capable of processing data just as efficiently as computers, but also being capable of intuition
4) Quantum Logic Thinker: mega powerful powerful computers based off of Bell computers, semi-intelligent
5) Positronic: A.I. in its purest form. Read Asimov


Communication
Spoiler :
1) Courier system
2) Ansible: high cost, instantaneous communication over any distance
3) Telepathic: Inter-system telepathy between individuals
4) Networking Ansibles: mass instantaneous communication over any distance
5) Enhanced Telepathic: Intra-system between individuals
 
...Alternatively you can argue with Dragonson about which tech you are proposing and the costs of it :p

I think that will happen a lot for weapons and ship design and stuff.
 
My question is why do we need a tech tree etc. Most games do not have one. Why box in player creativity with a set number of options. You develop metal slug weapons, you develop lasers, you develop blah, blah, blah. What if I want to continue to explore the whole idea of being able to manipulate the universe at a quantum level? What happens if I want to develop something no-one thought about? In real life research is only limited by your imagination, costs and ability. Do away with any idea of a tech tree, I say. Instead have a tech level. This tech level could at as a rough guide to the current stage your nation is at, whether you are manipulating time-space at a galactic level or still scratching at dirt with rocks. Any individual tech proposals should be included in your orders and evaluated by the mod, Dragonson. If they are fine they go straight through; too advanced or unbalanced etc. and you can discuss it and come up with a solution. Also different nations should start at different tech levels, based on race, description etc. Other nations should be stronger in a different way, say a massive, fanatical population or extreme resistance to physical punishment. Just my two cents.

As for improvements. Well its sort of the same thing. Why force the players in one direction? I can understand that it reduces the work-load and this is fine. But this NES was not advertised as a quick, fun light space NES.
 
But a tech tree could serve as a guideline for your general tech level and shows you the general strength of the units you can develop. Creativity is allowed, and encouraged, but also limited so that one person won't develop devices that the moderator doesn't understand the full implications of and destroy several nations without warning. With a general tech tree, like in The Expanse, you research whichever field you want, the moderator can decide affects, and you'll be able to negotiate the development of units/buildings/techniques that are within the line of the tech level. And we should decide on what kind of tech there is (star trek, star wars, B5, etc). If one person builds a device that no other player has heard of then that player'll have massive advantages in any conflict because that device would have no real counter, like if I assume a Greg Bear universe and build a Tweaker. Or if I assume real-life physics then I wouldn't make a counter to Black-Hole missiles or something equally bizarre.

I agree with the different tech levels, as well as different improvements because those have less of an impact on other players, unlike player-designed tech. Unique factories can be affected/sabotaged/destroyed in pretty much the same way as a normal factory.

Maybe have very generalized tech, blind research, and allow the player to build their own units/buildings from basic designs? Sorta like in Alpha Centauri
 
Magic Path: earth, fire, water(/ice), air(/lightning), dimentional, darkness, light, force (raw energy manipulation. Includes mind manipulation)

And perhaps a few secret paths
 
so everyone'll barrel on towards force, leaving the poor elements in the dust...
 
Heh. I expect there are few downside of force. Refined energy does less total damage output rather then changing them all into, let's say, a gigantic ball of lightning.

I got those paths from Dominions 3 anyways :p. So you know what i mean. (force=astral)
 
so you'll barrel down force, get some hax spell, mind-kill everyone, and then send in heralds? I see no improvment.
hm... lightning could create emp pulses, fire could make plasma-balls, darkness could take out scanners, light could increase the power of solar tech, dimensional is obviously teleport, force just screws with peoples heads. But then we'd need some sort of anti-magic field on ships so magic doesn't become too dominant
 
Antimagic field will be too overpowered. Dispel spell canceling out a 1000 plasma balls will be okay, but it will have to be activated. Antimagic field disrupting people's energy flow and making it harder to cast should be allowed, but it should affect the ones who activated it too, and strong enough magic augmented by force (simply a raw energy augmentation to a spell) magic should be enough to breach and DESTROY any antimagic field permanantly (imagine a shield getting broken by a strong enough hit)

Reasin for this is of course, Outsiders and Seraphs. Without magic they are kaput.
 
Well as of yet, my outsiders are on a gas giant, so perhaps having a greater hold over air manipulation would be their thing. I think we need to wait on a little more of Dragon's input before discounting too much. I was thinking enhancement/enchantment, disenchantment, and offense/defense within the branches. idk, there are just too many possibilities.
 
I despise the tech tree, if one is put in, consider me out.

But if it is modeled after EQ's NES, ABNW 2 I would still play.
 
ARGH! Overpost!
I don't know how long it'l take me to reply to all this, but i hope i have the time =P

@Anynymoose
Cool startout for the empire =)
Just fill out the remaining fields and you're (99% Probability) signed up!

@Haseri
Thanks =) That'd be cool.

@Milarqui
Well, those buildings and techs are good ideas indeed, but the really time consuming process is writing down the stats. That is what i really need help with. =) Like: What effects will buildings have? How long does it take to build them? Blablabla. The real tiresome part of it, is that i need to have alot of rules behind all the stats =S
But no matter what, those are some good ideas ^^

@Seon
Ideas! Ideas! All around me... I just have to reach out... and... touch my computer screen? O.ô
About unique stuff: Yes, each nation will be having loads of uniques. For example, DE's pharaoh nation might have a special church building, or a special Spirit Academy.
Stuff like that.

And for tech trees... Well, i were actually thinking that you would create your own.
Not like a preset tech tree, no no, but that you say something like "I would like to resarch in Darkspace Energy.", and then i reply with whatever tech you get for it. The preset tech tree wich i am trying to put together, is simply a blueprint, a guidelin, that you can rely on if your creativity fuel runs out. (If you can't decide what to research you can always pick a available research on the tech tree.)
This way, you will all be having diffirent techs (unless youre a big bunch of copycats), and there will be loads of things the diffirent nations would like to trade with each other (thus fueling the tech-trade network). Also, everyone SHOULD be happy.
You are right about the simple parts of the technology though, they should be similiar.

I pland to make it so that you can (pretty much) design your own space civilisation, down to the core of the mothership (Mothership creation probably coming up today!). With loads of civilisations with diffirent needs, trade and diplomacy (and war) will be really active.

And yes, arguments with me about price and costs and blablabla, will probably be a commonthing.

The magic forces are good, you just forgot one.
Darkspace Energy

Now... the million dollar question... Does this make any sense to you at all?

@KyF
Those are some good suggestions =) You just got a DM brownie point!
About the general guideline tech-tree: I answered this already in seon's reply too i think.

@Vertinari
I think i already answered most of this post in my reply to seon =)
But that thing with a tech level sounds good!

@Anynymoose Again
I think we need to wait on a little more of Dragon's input before discounting too much.
Wise words indeed. *releif*

@Germanicus
well, lets see how it turns out.
 
I was about to propose just that, Dragonson! Having a few techs that all of us would research, and then having most technologies being suggested by us would work quite well.

As for buildings...

Spaceport: gives commerce points, allows construction of spatial transports
Lab: gives research points
Arena: gives points in stability/commerce
 
Those buildings seems reasonable. Good job. =D
Though a thing that would be AWESOME, is if you could come up with ideas on how things should work. Like, write a lil text on how space travel should be, how commerce should work, how upgrading units and buildings work, such stuff. That'd be great!
 
so... "I send my Scout to System B-5. It uses its trans-dimensional warp drive to move to a dimension without distance and then move back, now at its desired location. It then uses its sub-light engines to move above the eclpitic and runs full scans on all light reflected off local planets. It uses this light to determine the composition of the planets and whether they might be colonizable. It then sends all its data back to the colonization fleet via Ansible, a form of instant communication that also uses alternate dimensions, and heads to another uncharted star-system" Like this?
or description of how technology should work in general? Like
Warp-Drive: it accelerates the space around the ship to speeds much faster then light and the ship is moved along as well as the space.
or Kinetic Weapons: you acclerate a piece of mass, usually a cone of foil, to near-relativistic speeds and send it at the target. Upon collision the massive amount of kinetic energy is turned into heat and can rip through ship's hulls.

Hypnotic field: lowers unrest on a given planet by repressing emotional extremes. If destroyed can result in the sudden ourburst of repressed emotions, leading to a temporary, and massive, increase in unrest. Can be expanded to lower unrest in the entire system. With sufficent Psi-tech this can influence public opinion on one or more subjects, like rousing a population to war or make a burst of industry. Lowers Culture rating of Planet because of lack of emotional extremes.
 
I'm sorry, I don't know how I left off the bottom half, and I made it look a little better.
Empire Name: Karakkis Imperetat
Empire Type: Mago-technological
Empire Main Race: Outsiders, as time progresses, perhaps more magic-users or tinkerers.
Empire Race Politics: Naturally focused on Outsiders, but only because of lack of contact with other races. Not xenophobic.
Empire Starting Technologies: Waiting for gamestart.
Homeworld Name: Karakkis; A massive gas giant that rotates a medium-sized yellow star. The gas giant is the only planet in the system, and only has to share with an asteroid belt. Its one small moon is unexplored as of yet. The Outsiders, for the most part, live in floating city-ships in the upper level of the planet's atmosphere, and enjoy the moderate climate therein. Some Outsiders have ventured deeper, but all that rests at the center of the gas giant is a large crystal of unknown materials surrounded by a sea of practically useless ethane and methane.
Empire Leader Name: Tamnis, Strastvoi, and Kratkoe; These three most powerful mages make most of the decisions, but if it will come down to some kind of empire-changing decision, a metaphysical or magical ballot is fairly simple to organize. In case an empire-wide vote comes about, it overrules the opinions or wants of the three head mages.
Homeworld Clima: It's a gas giant.
Homeworld Defence: Due to a very low (nonexistent) instance of contact with other species, they only have a shield surrounding the planet. Stops stray asteroids and comets, but I don't know what that would do to incoming vessels.
Empire Magic Politics: Magic is just about everything. The Outsiders are too weak for anything else.
Empire Magic Specialisation: Living on a gas giant has given them considerable insight to the workings of the winds, and has given them insight into the nature of higher-gravity bodies. Wind and Gravity augmentation magicks, if that's acceptable.
Empire Technology Politics: Technology is not frowned upon, and is somewhat encouraged, but technology can do little that magic can't, in the eyes of Outsiders.
Empire Technology Specialisation:99% of tech developed has to do with space travels. Metallic outer shell with a magically enhanced inner compartment. If technology in the Karakkis Imperetat didn't have magic as a companion, it would be comparable to industrial revolution tech here on Earth, I think.
 
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