Why are 80% of tech's the same thing with different names?

Love the game been playing for years.

But it seems 80% of tech fall into the same categories regardless of race.

buff to antimatter.

buff to armor.

buff to weapons.

There all the same giving them different fancy names just to hide the fact that they do the same thing.

How about giving ships original one of a kind techs. Not pie in the sky things that could NOT be done with the existing game engine.

My first one:

A ship that after tech up cannot be seen on radar....your enemy even after having the psdair ramped up.

 

8,159 views 12 replies
Reply #1 Top

Its because the game aspired to be at least partially 4X, where huge techtrees are one of the corner-stones of the genre. I agree with you though, i would prefer smaller tech-trees with more unique, specific technologies to research. I hate the 4x approach "lets research Laser Level XII", which is going to be marginally stronger than 11. I never understood what is the source of fun in this for people, who play this kind of games - BTW probably majority on these boards, so maybe someone can elaborate. As far i am concerned, the main reason for techtree in a game is to let you to do strategic decisions (whether you want to invest money into it or something else, like more units) and for this purpose even small tech-tree would be sufficient.

Reply #2 Top

You do realize the Tech has to be the same in 80% if the research tree so the game works? They are there so the game is the same for each race. Think of Starcraft 2, the races are different, but they all collect economy, build military, research. There needs to be overlap.

The different Tech is to differentiate the races. The rest are essentials...boring yes, but needed.

 "ship that after tech up cannot be seen on radar....your enemy even after having the psdair ramped up."

Wouldn't work well. This game is based on information gathering. Giving a cheat like that would be boring. Also what would  ONE ship not being seen before it arrives do? Scout would be the only purpose of that ship. Unless you put it into a fleet which would defeat the purpose

Reply #3 Top

I never understood what is the source of fun in this for people, who play this kind of games - BTW probably majority on these boards, so maybe someone can elaborate.
End of quote


Going into battle with type 11 lazers while the enemy only has type 5...  That's the joy of it.

Reply #4 Top

But the enemy appears to have invested in an unknown technology. They look like warping missiles of some sort! Ohnoes! Retreat, you guys, retreat! RETREAT!!!

Reply #5 Top

Quoting RonLugge, reply 3

I never understood what is the source of fun in this for people, who play this kind of games - BTW probably majority on these boards, so maybe someone can elaborate.




Going into battle with type 11 lazers while the enemy only has type 5...  That's the joy of it.
End of RonLugge's quote

Fair enough. Unfortunately not working for me.  

Reply #6 Top

I've been playing since the very beginning. I feel tech's should stay relatively constant, just add new ones like they have. Entrechment, Trinity and Diplomacy have all advanced areas of gameplay. Rebellion has also furthered the cause. Somethings have been moved, costs have been adjusted, abilities added or altered and all with another improvement in the audible and visual experience.

Onward and upward.

Reply #7 Top

Quoting Timmaigh, reply 5

Fair enough. Unfortunately not working for me.  
End of Timmaigh's quote

To each their own.  Personally, I may just wind up modding some myself, to re-introduce some elements of the 'Mad Scientist' mod that I used to play back during Entrenchment.  

Reply #8 Top

a stealth ability would be cool for a scout.  

yes, there are a lot of standard stat-buff techs but most units have a unique researchable special ability.  light frigates have different anti-matter affecting abilities.  The Javelis can get splash damage cluster missiles and Illuminators can get an illusion/decoy ability. Vasari have phase missiles on various units and their Assailant can discharge missiles at the expense of turning fast. The support cruisers are actually pretty different with their base abilities even though some do tend to share different flavors of repair/impair.

I don't think flak frigates have special abilities, perhaps they should.  

Suggestions: TEC Garda - avionics scrambler - affected strike craft lose the ability to steer and just keep going straight for a bit.

Advent Defense Vessel - Telekinetic Clutch - affected strike craft slow down for a bit, chance to dodge decreases

Vasari Sentinel - Phase-Off - affected strike craft are teleported across the grav well

If these are OP, maybe they could just affect bombers since flak weapons already chew through fighters.

Reply #9 Top

You also realize that while all races/factions might have a +5% to shields buff, they're all in different places on the tech tree?

And, continuing with this example, the advent have more of these upgrades, so the max levels are different between the races as well.

So, yeah, because they are different, they will have different names. Can you give 1 example of a tech that is on the same part of the tree for all races and exactly identical, but have different names?

Reply #10 Top

SithLord, he's talking about how you have 3 teirs of +ship HP on the TEC fleet tree, and 2 more of shields, adn 4 tiers of armor (x2 research slots at each teir).

Reply #11 Top

Quoting SithLordAJ, reply 9
So, yeah, because they are different, they will have different names. Can you give 1 example of a tech that is on the same part of the tree for all races and exactly identical, but have different names?
End of SithLordAJ's quote

Off the top of my head, the tech that grants 1 additional bank target and flat 10% increase to damage to starbases, pretty sure that's in the same spot for all 3 factions.

Reply #12 Top

the ice/volcanic colonization techs.  but obviously that's for balance purposes and the different races do get different upper level planetary development techs.