| Making a Tech Tree | |
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+18sarzeath Tyranid_Player Tiel+ Laibach Jake Von Hierarch Fenway The Schmetterling Soul of Jack ACH0225 blockman42 Joel Commander Error Burnttoaster fr0stbyte124 torrentialAberration Last_Jedi_Standing hyperlite Iv121 22 posters |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Making a Tech Tree Sat Jul 21, 2012 4:55 pm | |
| Commander error please follow the instructions I wrote in the OP I can't add it like that ... Also as I said we don't make the tech tree like that. You submit technology , not the research. The research for different hull types will probably fall under "Chemistry" section.
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Commander Error Sergeant
Posts : 1237 Join date : 2011-12-07 Age : 28 Location : Look up.
| Subject: Re: Making a Tech Tree Sat Jul 21, 2012 5:04 pm | |
| - Iv121 wrote:
- Commander error please follow the instructions I wrote in the OP I can't add it like that ...
Also as I said we don't make the tech tree like that. You submit technology , not the research. The research for different hull types will probably fall under "Chemistry" section.
Please re read the post i made. Take note of the "WILL change" and "Basic stuff". I'm working on it. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Making a Tech Tree Sat Jul 21, 2012 5:26 pm | |
| We could make hull plating specialize in absorbing different kinds of damage, or give higher tier plating secondary abilities. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Making a Tech Tree Sat Jul 21, 2012 6:19 pm | |
| Alright making you armor plating technology: - Spoiler:
Light Steel
Category: Hull
A simple and cheap steel alloy. Quite weak. Usually used for the ship's interior. Ballistic resistance: 1 Plasmatic resistance: 1 Particle resistance: 1 weight: 2
Technological level: 1
Heavy steel
Category: Hull
A heavier steel alloy that offers more protection. It protects better against ballistic weaponry. Ballistic resistance: 4 Plasmatic resistance: 3 Particle resistance: 3 Weight: 4
Technological level: 2
Light EEA
Category: Hull
This alloy is ionised with electricity produced by the core during combat. This armor emits energy covering the hull with a mini-shield. It is especially effective against particle weapons.
Ballistic resistance: 3 Plasmatic resistance: 5 Particle resistance: 7 Weight: 4
Technological level: 4
Light Thermal Plate
Category: Hull
This armor was especially designed to resist Plasma. It can absorb quite heavy plasma blasts but is not as effective against other weapons. It's especially vulnerable to ballistic weapons. Ballistic resistance: 2 Plasmatic resistance: 20 Particle resistance: 5 Weight: 6
Technological level: 3
Light kinetic Absorbing Plate
Category: Hull
This armor consists of many layers of net-like flexible metal alloys. When hit by ballistic weaponry, the plating literally catches the projectile in it. The alloys still offer decent protection against plasma but less effective against particle based weapons. Ballistic resistance: 10 Plasmatic resistance: 5 Particle resistance: 3 Weight: 5
Technological level: 4
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 2:48 am | |
| - Iv121 wrote:
- Alright making you armor plating technology:
- Spoiler:
Light Steel
Category: Hull
A simple and cheap steel alloy. Quite weak. Usually used for the ship's interior. Ballistic resistance: 1 Plasmatic resistance: 1 Particle resistance: 1 weight: 2
Technological level: 1
Heavy steel
Category: Hull
A heavier steel alloy that offers more protection. It protects better against ballistic weaponry. Ballistic resistance: 4 Plasmatic resistance: 3 Particle resistance: 3 Weight: 4
Technological level: 2
Light EEA
Category: Hull
This alloy is ionised with electricity produced by the core during combat. This armor emits energy covering the hull with a mini-shield. It is especially effective against particle weapons.
Ballistic resistance: 3 Plasmatic resistance: 5 Particle resistance: 7 Weight: 4
Technological level: 4
Light Thermal Plate
Category: Hull
This armor was especially designed to resist Plasma. It can absorb quite heavy plasma blasts but is not as effective against other weapons. It's especially vulnerable to ballistic weapons. Ballistic resistance: 2 Plasmatic resistance: 20 Particle resistance: 5 Weight: 6
Technological level: 3
Light kinetic Absorbing Plate
Category: Hull
This armor consists of many layers of net-like flexible metal alloys. When hit by ballistic weaponry, the plating literally catches the projectile in it. The alloys still offer decent protection against plasma but less effective against particle based weapons. Ballistic resistance: 10 Plasmatic resistance: 5 Particle resistance: 3 Weight: 5
Technological level: 4
Yes! We must add those blocks right away! | |
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Burnttoaster Recruit
Posts : 205 Join date : 2012-01-16
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 12:07 pm | |
| That's more of a ladder, a tree has branches | |
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hyperlite Captain
Posts : 1529 Join date : 2012-01-18
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 12:30 pm | |
| It is not quite in order, rearrange it numerically. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 1:09 pm | |
| You don't read what I write aren't you ? The tree is research, what I wrote is a list of results, it's not the same. I will later see common research in all those and build out of it a tech tree. I also ask you to submit that stuff here. | |
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Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 1:52 pm | |
| Just came up with this out of the blue.Maybe something that makes plant life grow faster?Could grow more food. | |
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hyperlite Captain
Posts : 1529 Join date : 2012-01-18
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 2:43 pm | |
| Bonemeal! | |
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Commander Error Sergeant
Posts : 1237 Join date : 2011-12-07 Age : 28 Location : Look up.
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 3:28 pm | |
| ...Mack, for a man that told me in another thread that armor is pointless, you seem to support it here..
Am I really that hated? | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Making a Tech Tree Sun Jul 22, 2012 6:13 pm | |
| - Commander Error wrote:
- ...Mack, for a man that told me in another thread that armor is pointless, you seem to support it here..
Am I really that hated? No. I do like shielding, but it will only help you in the early stages of the game where not many people have powerful weapons, or when your shields are down and you are trying to escape. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Making a Tech Tree Mon Jul 23, 2012 12:16 am | |
| So let's balance it and make a use out of armor plating . | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: Making a Tech Tree Mon Jul 23, 2012 1:42 am | |
| Armor plating could be of the most use on corvettes and gunboats, any ship that's too small to support a shield generator. | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Making a Tech Tree Mon Jul 23, 2012 6:09 am | |
| - Iv121 wrote:
- So let's balance it and make a use out of armor plating .
Very well. You can have armor plating if you want. But I wont use it (much). | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 7:07 am | |
| Still didn't get anything from you , - Spoiler:
Light ER Shield
Category: Shields
Standard issue shields for lightly armored targets. Common among civilian vessels. Designed to protect from light collisions and small pirate raids this shield is not very durable.
Ballistic resistance: 2 Plasmatic resistance: 1 Particle resistance: 1
Durability: 200 Recharge rate: 1/s Technological level: 1
Light Static Shield
Category: Shields
This shield consists of ionised particles which create a strong barrier around the ship. This Shield has higher resistance due to the density of the barrier but lower durability and higher energy costs. It is more effective against ballistic projectiles and can prevent enemy fighters from entering inside the shield.
Ballistic resistance: 6 Plasmatic resistance: 4 Particle resistance: 4
Durability: 300 Recharge rate: 1.5/s Technological level: 3
Light Kinetic Shield
Category: Shields
The shield works similar to the Static shield, but instead of structurising the particles in a strong static wall, the kinetic shield accelerates the particles and moves them throughout the shield. This way the durability and recharge rates are increased at the cost of resistance. This shield is standard issue on most combat vessels.
Ballistic resistance: 2 Plasmatic resistance: 3 Particle resistance: 3
Durability: 500 Recharge rate: 2.5/s Technological level: 3
Light Sectional Shield
Category: Shields
This shield actually consists of a few smaller shield generators. Each shield generator covers a specific area of the hull, separating the shield into sections. The energy of each individual section can be managed and energy can be transferred from one section to another one which is currently taking more damage. This also allows to increase the durability and regeneration rates of the shield, at a cost of higher construction cost. Usually there are 4 sections that cover front, rear and flanks.
Ballistic resistance: 4 Plasmatic resistance: 4 Particle resistance: 4
Section durability: 150 Section Recharge rate: 1/s Technological level: 4
Light EA Shield
Category: Shields
Unlike other shields, this shield was designed to absorb what energy it can from the incoming projectiles and use it to recharge it's own energy. What couldn't be absorbed is deflected by the shield's particles. It is less efficient against ballistic weapons.
Ballistic resistance: 4 Plasmatic resistance: 8 Particle resistance: 7
Durability: 500 Recharge rate: 2.5/s Technological level: 5
Light Redistribution Shield
Category: Shields
This shield was designed to sophistically redistribute the incoming energy all over the shield and energetic absorbers. This system is not as durable as standard shields but it's regeneration rates are amazing.
Ballistic resistance: 4 Plasmatic resistance: 4 Particle resistance: 4
Durability: 200 Recharge rate: 5/s Technological level: 5
Light Accumulating Shield
Category: Shields
This shield uses advanced energy accumulators that provide the shields with more energy when needed. This allows a drastic increase in durability. The recharge times however are greatly increased due to the need to recharge the accumulators too.
Ballistic resistance: 4 Plasmatic resistance: 4 Particle resistance: 4
Durability: 1000 Recharge rate: 1/s Technological level: 5
Light ED shield
Category: Shields
This shield was based on alien technology. Instead of reflecting the energy of incoming projectiles as heat and radiation, this shield collects it in special accumulators. Once reaching a critical mass this energy is released from the shield as a massive Energetic beam. This beam can be redirected to inflict damage to hostile ships and serve as an additional cannon, one that doesn't cost energy to the ship.
Ballistic resistance: 4 Plasmatic resistance: 8 Particle resistance: 7
BEAM damage: 30/s BEAM duration: 4 s Energy required to collect: 3200 eu
Durability: 600 Recharge rate: 3/s Technological level: 8
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Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 11:55 am | |
| Alright, I got some technology for you. - Spoiler:
Ballistic Weapons
Kinetic Orb Cannon- This ballistic weapon takes super-dense orbs about a meter in diameter and launches them at a large fraction of the speed of light. Often compared to a MAC, this actually has a higher Damage Per Second ratio due to it's small size and ability to rapid-fire. The MAC still bests it in raw power. Orbs are often constructed out of Titanium-Reinforced Naquadah and Adamentium. It uses the same technology as the MAC, but has a guidance system as well.
Ranking-4
Required Research: Energetic (Magnetic Coils) Electronic (Guidance)
Optional Research: Chemistry (Dense-Material Orbs)
Stats Durability- 80 (HP seperate from hull) Firing rate- 2/S Orb Damage- Standard-45 Titanium-96 Energy usage: 100 Per shot Standard, 160 Titanium Ballistic Resistance-0 Particle Resistance-1 Plasmic Resistance-1 =================================== Particle Weapons-Life Support
Gravity Phase Array- This particle device manipulates the gravitational field of ships. It condenses the field and alters it's strength using the higgs field. A must on any ship for it to maintain it's own gravity. Upgraded versions have a larger range and more power, allowing for larger ship's gravity. It can also be used as a weapon. Sufficiantly advanced models can alter other ship's gravity and dramatically increase the pull, crushing the ship. It bypasses shields, though they do dampen the effect, and additional Phase Arrays speed up the crushing. In this mode, power usage is massive. It can also resist the effects of other Gravity Phase Arrays, and even cancel them out.
Ranking- Life Support-1 Weapon-6
Required Research: Energetic (Gravity well projection) Electronic (Control and Gravity Coupling)
Optional Research: Chemistry (Added Gravity Well Projectors)
Stats Durability-200 (HP Seperate from Hull) Firing Rate: Continueous Damage: Gravity.Array.F*10*(Hull.Blocks/5-(11*Gravity.Array.E))/2 So for a ship with 100 hull blocks and 2 gravity drives being acted upon by 3, 3*10*(100/5-(12*2))/2 Is 130 Damage a Second. Energy Usage: 40/Sec Normal Operation, 80/Sec resisiting, 280/Sec Crushing Ballistic Resistance: 1 Particle Resistance: 2 Plasmic Resistance: 0 =================================== Particle Weapons
Infrared Beam Array- This particle array uses concentrated infrared waves to heat up a point in a hull immensely. It first creates Infrared waves en masse using controlled fission reactions within several chambers, then alights them to impact the same point at the same time to create an immense heat explosion in the target area. It can sustain fire for a few seconds, allowing it to burn through one place or swath through the hull.
Ranking-2
Required Research: Energetic (Infrared emitters) Electronic (Synchronisation of beams, Nuclear Fission)
Optional Research: Chemistry (Fissible materials)
Stats Durability- 45 (HP Seperate from hull) Firing Rate- 3-Second Beam every 3 seconds Beam Damage- 40 per second on target Energy Usage- 110 per beam Ballistic Resistance: 0 Particle Resistance: 2 Plasmic Resistance: 0 ===================================
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 12:53 pm | |
| Looks good. Maybe stats tweaking here and there ... | |
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Jake Von Newbie
Posts : 4 Join date : 2012-01-07
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 3:44 pm | |
| - Iv121 wrote:
- I know it's a bit early to talk about it but better sooner than later. I want to try and build Futurecraft's tech tree (And make a nice picture representing it ). Post here entries for all different tech we talked abou:
Name
- Subcategory (see below) - Description. - how advanced this technology in your opinion ? (rate from 1 to 10) - Research you think it might require.
If you don't know one of the fields mark them in red so other forum members will bring ideas about them.
Subcategories:
I think all tech should be divided into specific categories to make working with them easier. I need you advise on this one.
- Engines - Shields - Ballistic weapons - Particle weapons * - Plasmatic weapons * - Cores - Life support (Air pumps, gravity ...) - Sensors and Comm - Hull - misc
Legit ?
* Need help to divide the weapons into sub-categories. I think it's best to have 3 weapons types that deal different damage to different types of armor, see my armor plating thread: https://futurecraft.forumotion.com/t436-armor-plating?highlight=armor
Research:
I think that the way to advance through this tech tree is research that is made in labs: You leave research material in a machine and it researches new technology from the tech tree that is later applied to create new blocks / machines (The research material is lost in the process). I need a bit of advice about the tree's subcategories. I thought about this :
- Electronic : Most of the ship's subsystems require this research sub tree, from oxygen suppliers to weapon batteries. - Energetic : Most weapon and shield technologies require this research sub tree. - Chemistry : Required mostly in hull technology and processing of raw materials that can be later used for other technologies. - Tactical : Crew management , combat manoeuvres and special abilities come under this sub tree. - Alien : Understanding of alien technology can lead to groundbreaking discoveries. Unfortunately research material is quite rare.
Seems legit ? I think it would be interesting to see weapon systems such as Gauss Guns and Railguns, but I don't think they would fall under any of the mentioned weapon cateogories (Ballistic/Particle/Energy), at least not to a reasonable amount. They would most fall under Ballistic weaponry, but I'm still torn whether the similarities are great enough. | |
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 4:05 pm | |
| - Jake Von wrote:
- Iv121 wrote:
- I know it's a bit early to talk about it but better sooner than later. I want to try and build Futurecraft's tech tree (And make a nice picture representing it ). Post here entries for all different tech we talked abou:
Name
- Subcategory (see below) - Description. - how advanced this technology in your opinion ? (rate from 1 to 10) - Research you think it might require.
If you don't know one of the fields mark them in red so other forum members will bring ideas about them.
Subcategories:
I think all tech should be divided into specific categories to make working with them easier. I need you advise on this one.
- Engines - Shields - Ballistic weapons - Particle weapons * - Plasmatic weapons * - Cores - Life support (Air pumps, gravity ...) - Sensors and Comm - Hull - misc
Legit ?
* Need help to divide the weapons into sub-categories. I think it's best to have 3 weapons types that deal different damage to different types of armor, see my armor plating thread: https://futurecraft.forumotion.com/t436-armor-plating?highlight=armor
Research:
I think that the way to advance through this tech tree is research that is made in labs: You leave research material in a machine and it researches new technology from the tech tree that is later applied to create new blocks / machines (The research material is lost in the process). I need a bit of advice about the tree's subcategories. I thought about this :
- Electronic : Most of the ship's subsystems require this research sub tree, from oxygen suppliers to weapon batteries. - Energetic : Most weapon and shield technologies require this research sub tree. - Chemistry : Required mostly in hull technology and processing of raw materials that can be later used for other technologies. - Tactical : Crew management , combat manoeuvres and special abilities come under this sub tree. - Alien : Understanding of alien technology can lead to groundbreaking discoveries. Unfortunately research material is quite rare.
Seems legit ? I think it would be interesting to see weapon systems such as Gauss Guns and Railguns, but I don't think they would fall under any of the mentioned weapon cateogories (Ballistic/Particle/Energy), at least not to a reasonable amount. They would most fall under Ballistic weaponry, but I'm still torn whether the similarities are great enough. newb, u shuld no that i no you `r stopid jus gowa ignore this | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 4:54 pm | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 6:23 pm | |
| Yey Hope you enjoy your time here . | |
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Jake Von Newbie
Posts : 4 Join date : 2012-01-07
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 7:35 pm | |
| - Anthony wrote:
- Jake Von wrote:
- Iv121 wrote:
- I know it's a bit early to talk about it but better sooner than later. I want to try and build Futurecraft's tech tree (And make a nice picture representing it ). Post here entries for all different tech we talked abou:
Name
- Subcategory (see below) - Description. - how advanced this technology in your opinion ? (rate from 1 to 10) - Research you think it might require.
If you don't know one of the fields mark them in red so other forum members will bring ideas about them.
Subcategories:
I think all tech should be divided into specific categories to make working with them easier. I need you advise on this one.
- Engines - Shields - Ballistic weapons - Particle weapons * - Plasmatic weapons * - Cores - Life support (Air pumps, gravity ...) - Sensors and Comm - Hull - misc
Legit ?
* Need help to divide the weapons into sub-categories. I think it's best to have 3 weapons types that deal different damage to different types of armor, see my armor plating thread: https://futurecraft.forumotion.com/t436-armor-plating?highlight=armor
Research:
I think that the way to advance through this tech tree is research that is made in labs: You leave research material in a machine and it researches new technology from the tech tree that is later applied to create new blocks / machines (The research material is lost in the process). I need a bit of advice about the tree's subcategories. I thought about this :
- Electronic : Most of the ship's subsystems require this research sub tree, from oxygen suppliers to weapon batteries. - Energetic : Most weapon and shield technologies require this research sub tree. - Chemistry : Required mostly in hull technology and processing of raw materials that can be later used for other technologies. - Tactical : Crew management , combat manoeuvres and special abilities come under this sub tree. - Alien : Understanding of alien technology can lead to groundbreaking discoveries. Unfortunately research material is quite rare.
Seems legit ? I think it would be interesting to see weapon systems such as Gauss Guns and Railguns, but I don't think they would fall under any of the mentioned weapon cateogories (Ballistic/Particle/Energy), at least not to a reasonable amount. They would most fall under Ballistic weaponry, but I'm still torn whether the similarities are great enough. newb, u shuld no that i no you `r stopid
jus gowa
ignore this
What a friendly and on-topic thing to say. I thank you for you kindness and consideration. | |
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Laibach General
Posts : 2024 Join date : 2012-01-23 Age : 73 Location : Frozen Fields
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 8:08 pm | |
| Lol, I was joking, welcome to the forum.
oh, and most of the devs will ban you for no reason. *cough* mack *cough* | |
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hyperlite Captain
Posts : 1529 Join date : 2012-01-18
| Subject: Re: Making a Tech Tree Sat Jul 28, 2012 9:52 pm | |
| Nope his hammer was taken away by Shiva, he now is less powerful than the rest of the mods. | |
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