Additional Research Ideas

I may getting a little ahead of myself here, but in thinking about fleet AI:
1) Techs that increase general fleet AI, fleet tactics and fleet coordination. This is totally feasible for the TEC, as they are in the process of re-militarizing space, why not make a tech line to increase a Fleet's coordination efforts, maybe even tie this into fleets coordinating between player/CPU allies in joint battles/raids/defense.

An in more general terms:
2) Techs related to scanning sweeps of nearby nodes by specialized frigates (or as a frigate ability) to reveal partial intel about adjacent nodes, or techs related to jamming scanner sweeps or mis-directing scanner sweeps (I thought about this while thinking back to the original sins website about one of the original intended scout abilities (not the TEC though) to misdirect phase jump information.

3) Techs related to coordinating planetary defense (includes ships, emplacements, etc...)


Anyone else have other tech-related research ideas?
7,231 views 13 replies
Reply #1 Top
I like the idea of tech to increase the capabilities of Fleet AI.
Reply #2 Top
How about either a cloak or even better a bribe tech for the scout. Scouting is a pain in the rear currently to me, as the pirates pick on them a lot, if your unlucky the pirates can get them before they jump out.

I think a bribe system would be cool. Each time a scout enters a system with hostile forces, he bribes them say 100 credits to ignore him. If it's an enemy player, the player wouldn't get the bribe, the money would just vanish. This way you could scout to your hearts content - for a price.
Reply #3 Top
Have no fear, and auto-scout option is coming !!!!!
Reply #4 Top
I would like to see some espionage researchable things.

Though, all I know about any spy stuff currently in the game is the intelligence pacts.
Reply #5 Top
Bribe for pirates yes, but not for enemy players unless you can agree to a price that will benefit them.
Reply #6 Top
heres a high level military tech for you:

Interdictor missile:

planets are capable of launching phase-interdictor missiles (for x outrageous cost) that will hyperspace into a target gravity well and spread a phase-interdictor field over the planet. any and all ships will be trapped for a period of 2 minutes or until the missile is destroyed, whichever happens last.
Reply #7 Top
Someone did it in Beta 1. From what I recall, it was just a setting in one of the text files...
Reply #8 Top
I like the idea of techs that would improve fleet AI.
Reply #9 Top
esspecially if said techs are connected to the command cruiser... wich is the ship that is supposed to be increasing fleet AI anyway...
Reply #10 Top
I like the idea of techs that would improve fleet AI.


I'd prefer to have that built directly into the AI, myself.

esspecially if said techs are connected to the command cruiser... wich is the ship that is supposed to be increasing fleet AI anyway...


Keep that discussion in its own thread... where it was vetoed
Reply #11 Top
I dont ever recall it being vetoed... the thread lost intrest yes, but the idea was never vetoed   
Reply #12 Top
and just to make sure i wasnt just missing somthing and i actually was shut down i went back and read that thread... yes the idea of limiting the AI when there is no Command Cruiser and returning it to full when the CC is present was shut down, and i agree with that. that is not what i meant. i meant enhancing "focus fire" type abilities causing ship AIs to work together rather then separately, as one would logically expect a fleet to do in the presence of a "Command Cruiser". Its these type abilities i would like to see enhanced and possibly even made researchable... though i think id like to see it more as a "bought upgrade" from a ship yard or somthing, Star Trek: Armada style
Reply #13 Top
yes the idea of limiting the AI when there is no Command Cruiser and returning it to full when the CC is present was shut down, and i agree with that. that is not what i meant.


Unfortunately, thats exactly what the OP was asking for A tech that increases fleet AI is limiting the AI when the tech (or cruiser) isn't present.


Having the command cruiser produce any increased AI would represent that, in fact. Now, letting its designate target ability play around with things would be acceptable -- change it so that the enemy vessel so targeted can't get past 30% or so shield mitigation, and all your ships weapons that can be brought to bear fire on that vessel. Thats reasonable. Albeit, I usually don't bother with that power in favor of shield restore, but that'd provide it with a (useful) boost.