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Forum Index » » Beta Testing Discussion » » New Tech Tree
 Author New Tech Tree
Quistis {C?}
Evil Empires Inc.

Joined: April 06, 2002
Posts: 1536
Posted: 2005-06-28 19:36   
Is there one yet? Has anyone started a new one yet?

Galactic Navy

Joined: March 23, 2003
Posts: 11180
From: Bristol, England
Posted: 2005-06-28 19:37   
There isnt a tech tree

Its just level based now. So if you have 90 technology, you can build stuff that requires 90 technology to build. Build research bases to get Research up, then Technology will slowly rise to that level over time, depending on how much population the planet has.

  Goto the website of BackSlash
Fatal Squadron

Joined: August 29, 2002
Posts: 1384
Posted: 2005-06-28 19:44   
jeezzz way to Scare me with the title.. good job

Grand Admiral
Galactic Navy

Joined: October 08, 2002
Posts: 2073
Posted: 2005-06-28 19:48   
Way behind the times there, Pandy.


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-06-28 20:12   
maybe we should make it that the level of the gadget also affects the planets max level it can mod to. And the price.

Why would a TL 90 planet pay top dollar for a TL1 item, a TL 10 planet might buy and sell TL 50 items for more than their value at a TL50 planet...

  Email Tael
Quistis {C?}
Evil Empires Inc.

Joined: April 06, 2002
Posts: 1536
Posted: 2005-06-28 21:03   
ok time to learn building again

[ This Message was edited by: Darth Pandora on 2005-06-28 21:24 ]

Grand Admiral

Joined: March 03, 2004
Posts: 1956
From: Vancouver
Posted: 2005-06-28 23:52   
hey that might be a good idea there Tael

  Email Meko
Grand Admiral

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-06-29 06:55   
I like the idea of tieing the planets tech level directly to how high you can mod your devices when in orbit. Would fit very nicely with the current system, each 10 tech allows an extra upgrade level.

Having the "buy" price adjusted by quantity and tech level on planet could work, except the tech level could be artificially manipulated by players.

I am thinking of ways this could still be implemented.

Lets do some math

BuyPrice = (0.01*((DeviceLVL*10)/PlanetTechLVL)-0.01)*ItemBaseValue+ItemBaseValue

This should give a +/-10% variation in item prices.

Now we need to adjust this modifier value by the quantity of that item in the starport. 0 would be 100% of the modifier value. 100 items would be 0% of the modifier value. For that maximum limit I will use a QTYMod variable.


This will in effect reduce the amount a staport will pay comapred to base value if it goes over the QTYMod value.

Or something like that

[ This Message was edited by: Drafell on 2005-06-29 07:10 ]
It's gone now, no longer here...Yet still I see, and still I fear.rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell   ICQ status
Galactic Navy

Joined: March 23, 2003
Posts: 11180
From: Bristol, England
Posted: 2005-06-29 07:31   
Still playing with that math, but it seems ok.

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