Idea: Path Choice at Beginning of Game for Player

:) Or what is good for AI might be good for regular people too

Hi, just an idea that i got while reading strategies on the net. And i know we dont really need any suggestions when we've just gotten this beautiful upgrade.  :)  But i dont really control when the ideas come, so i'll just throw it out for thought.

Right now research is categorized and advances in a tier fashion from lowest to highest, low ships, medium ships, high ships, military upgrades, defensive upgrades, economic upgrades, etc.

Anyway, the way that we currently "choose" a path for our AI opponents, such as easy researcher, or hard aggressor, or normal economist might be interesting for people players too. It would mean selectively seeing only part of the research that is there, or having prices drop in the area we have chosen as our direction, but it could be cool.

A chance to try different strategies on without the habit of being forced by an aggressive enemy to dump my money into ships, when as an economist i might be able to field many more lower level ships against an enemy, or as a researcher more superior ships with superior technololgy against an enemy.

I suppose it is all there on the plate right now anyway, but i just thought a differently structured research tree that lets us concentrate in a given area might be pretty neat. What do you think?

-Teal

 

 

3,275 views 5 replies
Reply #1 Top

Could be interesting.

I remember one well-liked mod for another game that had 'Plans'. At the start of a match, you'd select a plan which would unlock a set of upgrades and units.

For one faction, the Assault plan unlocks heavy vehicles, speed and armor upgrades, Shock and Awe unlocks strong aircraft and their upgrades, and the Tech Devices plan unlocks infantry upgrades, strong defenses, and a stronger economy.

It really switches up gameplay. Even when you know what faction your enemy is, you still don't know their gameplan. Later on, they can also unlock the other plans and so can switch strategies mid-game.

 

:fox:

Reply #2 Top

This idea sounds great!  What would be the easiest way to implement it though?  just make 3 copies of each race and modify their research subjects based on what "path" they are?  IE PSI-agressor race would have the fleet tree twice as effective, PSI-economist would have the Non-Combat tree beefed up etc...?

Reply #3 Top

:)  Thank you KitKun for the wonderful feedback!!  :)  That sounds Very Very Cool!!  :)

As to how to mod it?  Haha, your suggestion sounds very sensible to me. Worth a look and try.

You wanna give it a go?  Or me?  Let me know, haha, im not very well versed in the tree, haha, but i suppose i would be if i did this.  :)

T

 

Reply #4 Top

Hi I just noticed this thread, and the Idea is similar to one i had a while ago.

Basically with a little adjustment of the tech tree it can be done...

First decide what the 3 strategies you'd like too include are and then arrange them respectively in the in the 3 research blocks.

Now the main problem is that there is no way too "ban" a particular research by selecting another so instead, it is possible to make EVERY research completed INCREASE the research time for ALL others. and then you just put in a REQUIRED research tech at lvl 1 for each block, and give the required tech a large research time and cost, plus a bonus to the research time buff.

The result should make picking 1 strategy a wise choice, 2 strategies difficult, and 3 impossible.

I'm currently playing around with the SOA mod for vanilla sins and if I can implement this strategy ill ask Darkshimmer and Stress if they mind me uploading it. :thumbsup:  

Reply #5 Top

:)  Very very nice idea!!!   I like it!!  More elegant than creating 3 (well actually 5, i had normal, aggressive, defensive, research and economic) copies of everything.  :) 

Very nice!!  When you get it done, may i take a look at your mod?  I think it would be very cool to play. Nice thinking there!!!  :)

-Teal