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Research ideas


EvilleJedi
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  • SWR Staff - Executive

even though it is very early I do have some basic ideas for research that will be implemented

 

for ship prerequisites I have pretty solid ideas, but where I need help is in the economic and upgrade linesm right now I am just using the existing TECH research elements, I plan to use many of them, but some races may have different orders, prereq etc.

 

in general each race will have the following research duplicated at some point in its trees

 

Hull reinforcement (probably 3-5 levels), very expensive and long to research, but provides a big bonus by the end

this will impact mitigation and max hull etc

 

Shield generator designs (probably 3-5 levels), very expensive and long to research, but provides a big bonus by the end

this will effect mitigation, regen rate and max shield amounts, planetary shields will be in this category

 

 

Turbolaser research (probably 3-5 levels), very expensive and long to research, but provides a big bonus by the end

some races will get different bonuses at different points, for example the rebels will get the biggest bonus up front from synthetic tibanna or something whereas the imps will progress linearly, this will effect refire rate, damage and range to varying amounts, heavy lasers would be for abilities

 

ion cannon research heavy ion cannons will be for ion cannon abilities on capital ships, ion dispersal will be a prereq for the subjugator main weapon, orbital ion canons will be unlocked here

 

warheads heavy munitions processing (prereq for anything with large missiles), baradium charges, diamond boron missiles,

 

ECM advanced ECM technology,

 

jump detection, grav wells, planetary grav wells

 

large project resourcing (requires super capitals, star bases etc)

 

golan III design, hanger designs,

 

CIS: super laser tech, weapons of mass destruction, subjugator design, geonosian dreadnought design, droid factories, trafed advanced design, buzz droids, boost, kamikazie

 

Republic: Mandator designs, praetor designs, cc2200 designs

 

Imperial: super star destroyer designs, torpedo sphere designs, lancer frigate designs, tartan designs, interdictor designs, broadside design

 

Alliance: home one designs, mon remonda designs, assault frigate MKII designs, liberator designs, cc7700 designs

 

obviously I've fleshed out the CIS the most, but I will add more later.

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Ok my thoughts on economic are this:

 

For the Empire since it is a massive entity its eco could be based on population the most and have lots of pop ups(tier1 and up).Incorporate sins plus and make the urban planet their hw(coruscant) if possible.With high pop and taxes their trade ports should be tier 3-5.The empire could have a tech that reduces cost of market prices via bulk discount(since empire is big it would get discount for buying en mass).Depending on how many pop ups and how early I would guess this tec around tier 3.Mine processing plants would come in around tier 3 maybe.Put culture structure at tier 4 and what would be cool is to see an empire based ship with a culture spreading ability.Like the Victory 2 as a patrol ship that enforces the populace improving taxes.You would need to keep one at every other planet to get the bonus.A tec like militia policing could increase allegiance.Would be tier 4-5.2 levels of sensors(tier3-4).

 

The RA could have low pop planets with more abilities and techs for stealing money.Pervuasive eco and Smugglers techs.Make a smuggler tec/ability for a ra ship that steals eco and maybe have a type of cloak.Also if possible make changing hw for th ra very very cheap because they are always on the run.Give the ra shield generators for their planet for extra planet health.This would be a tech for the planet itself.Tradeports would prob need to be at tier 1-2 for ra.The mine processing plants should prolly be low around tier 2 for ra.Ability for scouts to get neutral mines should be for ra.RA should get advanced retreat tec where they make faster hyperspace jumps.2 levels of sensors and maybe the ability to see systems(tier2-5).They could get master salvaging for reduced cost of ships to compete with later game ecos.

 

The cis should be focused on trade port with heavy upgrades on trade.Average population with low culture(tier4-5).Lower allegiances then the rest.Droid factories for faster build times.Droid master controller upgrade for increased fleet supply.2 levels of sensors(tier 2-4).

 

Republic should be more balanced between trade and pop.Planet shield early on and incoming jump disruption.2 levels of sensors(tier 3-5).Clonig up for increased population times and recover times from bombardment.Maybe get the hardened cites tec.

 

For a generl idea it would be cool to see more ships have more functions in relation to your empire.There seems to be plenty of shis for abilities to go around.Races could have a ship that increases mine production when it is near it.Tech called pirate policing for small time pirates.Could be mining lasers for said ship.

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For me the Republic ships should have been divided into two sections

I Early Clone war ships (Acclamators 1 and 2, Counsolar Cruisers, and numerous other frigates, when the research tree reaches idk say 6 or 5 Phase II could be research and we get all the Venators, and the other cruisers.

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I was gonna build a rough list and send to Eville but I cant even add a level 5 planet pop upgrade without a minidump.I copy pasted off of the 2nd terran pop up then I changed all numbers and block numbers and added it to the empire research list and it seems no matter what I cant add a new one.Am I missing somethin?
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  • SWR Staff - Executive
Do the logs give you any idea why it minidumps?

Evaders99

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  • 2 weeks later...
  • SWR Staff - Executive
Any updates Mindseye? Would love to see what you have for a research tree

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

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  • SWR Staff - Executive
He probably just didn't get a chance to look, busy guy :)

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

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  • SWR Staff - Executive
If you have something you want to implement, implement it - that way we can play with it, test it, review it, and change it :)

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

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  • 2 weeks later...
  • SWR Staff - Executive
I agree, there needs to be an Advanced Fighters research. I'm just not sure whether its possible or not for fighters

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

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  • SWR Staff - Executive
Okay, not terribly hard. I've added to the Imps.. going to go back and do this for the other races

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

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  • 3 months later...

Regarding research:

 

I've been playing a large map yesterday evening. Everything went smooth, enemies were busy blaming one and another for placing bounties on each others head. Very much fun indeed, gave me the time to slowly expand my budding empire.

 

After capping 4 planets, I had 8 research stations up and running. SD with invasion ability, upgraded weaponry up until the 3rd tier kinda cut clean through any planetary opposition. I just let it jump from system to system without capping, so it could get its level up.

 

Long story short: a lot of cash was made this way, resulting in a lot of high level research done in a small amount of time. Before I knew it, all defense and pretty much all military research was taken care of. 4 Planets maxed out with defensive structures and with just 2 caps making up an entire fleet, nothing was stopping me.

 

And then I churned out two Executor Class vessels and stationed them at chokepoints.

 

To be short:

- Researching is to easy, this has been tested with the Empire.

- Costs for many higher tier research subjects are way too low.

- Of course imperial vessels are designed that way, but one ship stopping entire planetary defense fleets is a bit overpowered if you ask me. Only at the lower research levels and ship-level did I need to pull the ship back a couple of times. Once it hit level 3 with it in both research and personal level, it was pretty much unstoppable. Not to mention what happens once a level 1 executor rolls of the assembly line... yikes!

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  • SWR Staff - Executive
Oo nice analysis. Keep it up

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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