Terrance888
Discord Reigns
I agree with both erez87 and Azale.
For Tech, if you wish to avoid a tech tree, have research projects that have variable funding. I.E. every X amount of spending gives a chance of success, with the final price you give "going all out" with perfect chance of success or failure (i.e. dead line) on a certain project. So Monoplanes would be 0/100, with each EP representing 1% chance of success. Paying all 100 exhausts the study and the researchers might say "we look on all sides of this issue from the X perspective and it is impossible". Of course, a player can then attempt again from another perspective. They might also say "we've corrected all the problems with the design and it is now ready to be fielded"
I don't know the intent of the ruleset, but it does seem to focus a lot on war and fighting at this moment.I want to perfect a n upkeep system, some minor rule changes, and ultimately work on a decent tech, and UU system. So any suggestions or ideas are appreciated.
For Tech, if you wish to avoid a tech tree, have research projects that have variable funding. I.E. every X amount of spending gives a chance of success, with the final price you give "going all out" with perfect chance of success or failure (i.e. dead line) on a certain project. So Monoplanes would be 0/100, with each EP representing 1% chance of success. Paying all 100 exhausts the study and the researchers might say "we look on all sides of this issue from the X perspective and it is impossible". Of course, a player can then attempt again from another perspective. They might also say "we've corrected all the problems with the design and it is now ready to be fielded"
I'll take it!