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July 7th, 2002, 04:08 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Deconstruct & Analyze too powerful?
Also consider the religious+psychic race that neglects many other forms of weaponry until they have allegience converters with a 100% hit rate. After that, why bother with most weapons research? Just grab an enemy ship or three, and D&A them. 
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 7th, 2002, 04:32 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Deconstruct & Analyze too powerful?
Isn't this realistic? How do most technologies spread? Someone gets a sample and figures out how to do it for themselves. I think the age of 'intellectual property' has distorted people's view of history. Copying has been the rule, not the odd exception, and has not been regarded as 'immoral' or 'unfair' either. That's a recent thing introduced by obsession with squeezing the Last penny out of patents.
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July 7th, 2002, 12:38 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Deconstruct & Analyze too powerful?
I don't think it's very realistic to be able to duplicate a technology from an alien civilization one month after having one example of it. I think realistically, there would be many more tech levels and prerequisites in the way. You have to be pretty close to the same tech level and technique to really be able to make practical use of someone else's devices in the short term. It would be useful and provide ideas, and even same or lower tech levels could provide what would essentially be some research points, but not, I think, usually, the ability to immediately start building the same thing, unless it was really close to what you were already doing.
PvK
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July 7th, 2002, 12:40 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
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Re: Deconstruct & Analyze too powerful?
well, i suppose that's why you only gain one level per area, and not just get the level you examined, even if it was 10 levels higher than where you are now.
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[Boo!]
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July 7th, 2002, 04:43 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Deconstruct & Analyze too powerful?
Yes, it would be more realistic to have your progress accelerated than to simply acquire a tech all at once. If MM hadn't simplified the research model from SE III it would probably be possible to track each area and only award research points for each currently unknown tech in a ship when you analyze it. But we can only track research points in 12 techs in SE IV. I hope that SE V will restore a decent research model like MOO 3 is restoring the original MOO sliders.
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July 7th, 2002, 11:05 PM
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Private
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Join Date: Nov 2001
Location: Oklahoma City, OK, USA
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Re: Deconstruct & Analyze too powerful?
As far as realism goes, I think how D&A works is decently close. Gaining one tech level above where you already were in a certain area isn't a far stretch when analyzing alien ships. ("Hey, these alien Quantum Engine IIIs look remarkably similar to our Quantum Engine IIs!")
The only thing that isn't very realistic, in my opinion, is being able to get the colonization techs from D&A (if you haven't gotten them already by then).
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July 8th, 2002, 12:15 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Deconstruct & Analyze too powerful?
What would actually be nice is two things: 1)option to turn off analyze for a game.
2) A flag in each of the components in the txt file to whether it can be gained by 'D&A' or not.
(and three...maybe analyze could be changed, instead of instant tech maybe it added a set # of research points into that tech type. ie, analyze Ion engines III and you have +10,000 points towards Propulsion research....)
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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