| RP Tech Tree Ideas | |
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+7Caramell Last_Jedi_Standing Soul of Jack ACH0225 Tiel+ hyperlite Avenger_7 11 posters |
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Who has the best tech tree? | Mine (OP) | | 36% | [ 5 ] | Other (state and it here and I'll add it into the poll) | | 7% | [ 1 ] | I EAT KITTENS | | 57% | [ 8 ] |
| Total Votes : 14 | | Poll closed |
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Avenger_7 Sergeant
Posts : 906 Join date : 2012-02-10 Location : Flying my logic bomber.
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 12:18 pm | |
| It wasn't me | |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 111 Location : Coruscant
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 12:24 pm | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 1:25 pm | |
| As far as I can tell, everyone agrees with this tech tree. There´s just one thing: the whole system seems to be very value based. The only problem is: we don´t have any values for our ship classes and/or devices. That tech tree would lead to everyone having to create values for their stuff, that resulting in the need to univy costs and thus we also need resource collection stats... And then we would need calculators for the battles to make sure that actually the one with more power wins and not the better talker. (those programs could easily be programmed by some dev with no work) Basically the usage of this tech tree would turn our whole rpg into something like Cybernations. | |
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Avenger_7 Sergeant
Posts : 906 Join date : 2012-02-10 Location : Flying my logic bomber.
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 2:42 pm | |
| - Surp. Grm. Ivan Kintobor wrote:
- As far as I can tell, everyone agrees with this tech tree.
There´s just one thing: the whole system seems to be very value based. The only problem is: we don´t have any values for our ship classes and/or devices. That tech tree would lead to everyone having to create values for their stuff, that resulting in the need to univy costs and thus we also need resource collection stats... And then we would need calculators for the battles to make sure that actually the one with more power wins and not the better talker. (those programs could easily be programmed by some dev with no work. Any tech tree needs to be value based. It's the only way it'll work in a written RP. My objectives in making this one were to: A) Eliminate chance, GM bias (It WILL happen with dice etc involved) and a TON of whining from research, B) Provide a comprehensive structure that isn't overly complicated, C) Give everyone a starting point while still allowing for unique faction capabilities. I think those were accomplished nicely, although I will admit the non-weapon trees could use a little more depth. About the only thing it doesn't cover is the difference between an 'Elite' fleet and a 'Horde' fleet, but that can be settled with a properly implemented tiering system for each level of research. Edit: 7 of you eat kittens? YOU SICK BASTARDS!
Last edited by Avenger_7 on Thu Sep 06, 2012 2:53 pm; edited 1 time in total | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 2:50 pm | |
| I fully agree with avengers latest post here. so, any unoccupied Devs who would code a "small" programm to calculate battle, losses and different ships?
Also, really, 7 of you eat kittens? I mean-first hatchlings, now kittens I thought this would be a civilized environment | |
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Shiva Admin
Posts : 489 Join date : 2011-08-30 Age : 30
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 4:49 pm | |
| Rest assured, I've already provided for your ship sizes and even research efficiencies, as well as resource collection, weapons, propulsion, armor... I'll make this as easy as possible. Perhaps the small program would require you to put in your charactername before it makes the research roll, and simply shows me or whoever the research GM ends up being what your roll was, so that there's no cheating. You know what your roll is, and where it is in, and I do, but no one else. | |
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Captain stufuzzycat Sergeant
Posts : 826 Join date : 2012-05-02 Age : 24 Location : At my computer, pwning s*** up with my warfrigate
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 5:17 pm | |
| I officially declare war on anyone who ate or is eating a kitten. | |
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Avenger_7 Sergeant
Posts : 906 Join date : 2012-02-10 Location : Flying my logic bomber.
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 5:45 pm | |
| - Shiva wrote:
- Rest assured, I've already provided for your ship sizes and even research efficiencies, as well as resource collection, weapons, propulsion, armor... I'll make this as easy as possible. Perhaps the small program would require you to put in your charactername before it makes the research roll, and simply shows me or whoever the research GM ends up being what your roll was, so that there's no cheating. You know what your roll is, and where it is in, and I do, but no one else.
I oppose any chance based system. It creates HUGE imbalances where some people (like I do while playing 40k) end up consistently getting boned. It sucks. I've had entire squads of Terminators taken out by an equal number of Guardsmen. It breaks games. That's why I wanted to do it points based; that way, you get an even playing field. | |
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Shiva Admin
Posts : 489 Join date : 2011-08-30 Age : 30
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 7:10 pm | |
| Chance DETERMINES your point-rate. You have a flat, base "here's how many you get per-day anyway" point-rate, determined by your Research Efficiency level (researchable upgrades to your tech-making capability; they're substantial, but focusing on being super-researchers can leave you absolutely boned later on in the game to the person who went into economy in a big way, or weapons... and vice versa), and the dice roll determines whether or not you, say, double your research points that you can spend. Or even triple. The GM may throw a hammer into the works and do a random event like the ones in MoOI,II and III where you have a research accident that sets you back. (an idea)
I've also demolished an entire Guards brigade with two Terminators. It's all about the luck of the draw. | |
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Captain stufuzzycat Sergeant
Posts : 826 Join date : 2012-05-02 Age : 24 Location : At my computer, pwning s*** up with my warfrigate
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 8:44 pm | |
| Yeah, thats one of my least favorite parts of the 40K rules, because in one game I have had my Lychguard wipe out my bro's Sanguinary Guard, and in the next get completely annihilated without even striking. | |
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Avenger_7 Sergeant
Posts : 906 Join date : 2012-02-10 Location : Flying my logic bomber.
| Subject: Re: RP Tech Tree Ideas Thu Sep 06, 2012 11:23 pm | |
| - Shiva wrote:
- Chance DETERMINES your point-rate. You have a flat, base "here's how many you get per-day anyway" point-rate, determined by your Research Efficiency level (researchable upgrades to your tech-making capability; they're substantial, but focusing on being super-researchers can leave you absolutely boned later on in the game to the person who went into economy in a big way, or weapons... and vice versa), and the dice roll determines whether or not you, say, double your research points that you can spend. Or even triple. The GM may throw a hammer into the works and do a random event like the ones in MoOI,II and III where you have a research accident that sets you back. (an idea)
I've also demolished an entire Guards brigade with two Terminators. It's all about the luck of the draw. Paladins do that regularly In any case, I still oppose a system that can give one faction a ridiculous lead or set another behind through no fault of their own. | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: RP Tech Tree Ideas Fri Sep 07, 2012 12:57 pm | |
| How about the following: there are random chances, but the randomness is limited to a point so noone gets an insane ammount of advance. | |
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Chapter Master Addeptis Recruit
Posts : 248 Join date : 2012-08-29 Age : 26 Location : Probably being eaten bye tyranids on a unknown planet.
| Subject: Re: RP Tech Tree Ideas Fri Sep 07, 2012 5:08 pm | |
| - Captain stufuzzycat wrote:
- Yeah, thats one of my least favorite parts of the 40K rules, because in one game I have had my Lychguard wipe out my bro's Sanguinary Guard, and in the next get completely annihilated without even striking.
I no how u feel :c I had my entire terminators squad killed bye a ork boy squad once ON 1 ROLL 45 hits and 20 got through ugh there goes 200 pints down the drain:L Then aging that why i switched to grey knights...2 wound terminators op as hell XD | |
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