Try to avoid stillborn units\weapons\armors

Almost all Civilization and some global strategy games had one flaw - sometimes new units\chassis\ship hulls become obsolete way too fast.

So players do not bother with building some units and just wait till they get more powerful versions of desired technology. Like ignoring battleships when Dreadnoughts are several turns away. Same goes for weapons - ignoring, for example, Laser II then you could get Laser III after a couple of turns and Laser IV is much much further down the tech tree.

Overall it is better to have less weapons, hulls etc. but make them more important and meaningful. IMO it is better to have five Laser options in total than deal with Laser XVI, Rocket XIII and Mass Driver VII

9,374 views 3 replies
Reply #1 Top

Altho i understand your reasoning i disagree. i love large techtrees even if this means skippng the use of some

Reply #2 Top

Um, I am not against large tech trees, I am against a lot of meaningless inventions and discoveries. MoO featured different tech at every level and each new ship hull, for example, was a huge step forward. But when you have Laser I then Laser II 3 turns later, then Laser III 3 turns later and each tech hold ONLY new laser version then they become worthless.

For example, MoO tech tree:

Laser cannon - ship weapon

Laser rifle - infantry weapon

Space scanner - allows you to detect ships in hyperspace.

Another tech:

Class I Shield - ship benefit

ECM Jammer - ship system

Masss driver - ship weapon

That is the thing I am talking about. All different bonuses and all important ones.

Reply #3 Top

Ok that makes it more clear. Altenativly you could suggest laser 3 needs more then just laser 2 to be able to research it.

forcing longer periods of time between the 2 versions.

 

Or just up research times