Armada gets tech-savvy

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posted on December 16th, 2011, 10:09 am
Awesome, this is very good news  :thumbsup:

I hope these backend reworks will also improve localization support. :shifty:
posted on December 16th, 2011, 2:21 pm
Would it be possible to put the new techtree structure in the modding guide?
posted on December 16th, 2011, 3:51 pm
TChapman500 wrote:Would it be possible to put the new techtree structure in the modding guide?


I think we can wait for that until the next patch is *actually released*. :sweatdrop:
posted on December 16th, 2011, 4:03 pm
All features will be documented for release when finalized.
posted on December 16th, 2011, 4:11 pm
DOCa Cola wrote:i choose this as sample of what could be done with this feature. it is not decided if and how that will be implemented.


Fair enough. Looking forward to the next news update/3.2.6+ patch whichever comes first.

actually wouldn't be too hard to add. the new techtree implementation's requirement types are designed as modules which can be added or removed without too much hassle. tracking kills or ship captures isn't impossible to do either :) i like that idea
yes


If there are capture requirements, would this not give a significant advantage to those races who assimilate and or have dedicated troopships (or a significant disadvantage to those races which do not have those features: Federation).
posted on December 16th, 2011, 4:37 pm
Andre27 wrote:If there are capture requirements, would this not give a significant advantage to those races who assimilate and or have dedicated troopships (or a significant disadvantage to those races which do not have those features: Federation).

there are modding options in FO that we use rarely or not at all and are left to be used by other creative minds.
if we make use of the feature at some point, don't worry about the balancing now :)
as of now i only added a todo for it as available modding option for the techtree
posted on December 16th, 2011, 6:39 pm
Will players with an ally of the same faction be able to work together to climb the technology tree (as opposed to having to climb independent technology trees)?  If so, will the benefit be increased by selecting opposite avatars?
posted on December 16th, 2011, 8:02 pm
Looking forward to 3.3. I'll definitely be actively playing by the time it comes out, with all these new features. I might come bakk on sooner tho as a semi-active player since finals are over as of 30 minutes ago.

I really like the scale of the improvements. It seems to me that the dev team is managing to do what used to seem impossible. Maybe even replaceweapon issues will be a thing of the past before 2013.
posted on December 16th, 2011, 8:26 pm
TChapman500 wrote:Will players with an ally of the same faction be able to work together to climb the technology tree (as opposed to having to climb independent technology trees)?  If so, will the benefit be increased by selecting opposite avatars?


Do you really want to deal with the inevitable triple warp-in rush where two of the three players are able to concentrate on building Intrepids/Monsoons instead of tech buildings?

I thought not.
posted on December 16th, 2011, 8:33 pm
there's already a ghetto way to save money on some research if you have allies of same race.

one fed researches proximity torp but not tricobalt, the other gets tricobalt but not proximity. then the one who has proxy gives all of his intreps to the other guy, and the other guy gives his mons. so the same number of ships get the same number of specials, but without the a charge of 1 proxy and 1 trico.

in a similar manner, one player can get the canav specials and the other guy gives him all his canavs.
posted on December 16th, 2011, 9:08 pm
To keep it still kinda balanced you can make the research cost 50% higher for each extra player of the same race

then it is still worth it to have to diferent races but same races would still be profitable
posted on December 16th, 2011, 9:13 pm
And what if you're playing a game with an AI ally? There's no way you can chain yourself to the AI's build queue. Sure, there are ways around that issue, but it's just not worth it. There's enough coordination as it is without players essentially sharing a single, divided base.
posted on December 16th, 2011, 9:16 pm
ok there you got a point, then you would have to make ai research balanced so guess it then would not work....
posted on December 16th, 2011, 9:19 pm
It could work, but it would take time that could be spent on more important things.
posted on December 16th, 2011, 9:39 pm
Wouldn't base and techtree sharing be a repeat of the alreay-existing 'Armada' mode? I think that's the name...
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