View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021467 | AI War 2 | Gameplay Idea | Aug 6, 2019 4:09 pm | Sep 15, 2019 7:53 pm | |
Reporter | ZeusAlmighty | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.878 Fleet Customization | ||||
Fixed in Version | 0.890 Lighting and Darkness | ||||
Summary | 0021467: Capturable/Destructible: Experimental Laboratory | ||||
Description | Concept: "Experimental Laboratories" are seeded like GCS (probably max 5) and these structures if owned provide player a +1 to a random tech. For example, "+1 heavy." So these structures can make certain tech paths more enticing than they might otherwise be Like the GCS, these should have permadeath but still be hackable to let players permanently get the bonus Variations/limitations: *perhaps this structure gives +1 to 2 different techs? or rarely, +2 to one tech? ** no redundant tech options (so can't find more than one bonus to heavy, for instance) ***maybe this could generate an additional hack comparable to the old "corrupt" hack--make AI ship types derived from the experimental laboratory downgrade by 1 mark (mark 1 minimum) (This could easily be renamed too "advance research station" but probably want to avoid that name) | ||||
Tags | No tags attached. | ||||
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I like this a lot! |
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Great! This idea seemed to get good feedback on Discord as well |
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I'm not sure if I can personally add this prior to 1.0, given my current workload, but someone else may be able to or I can do it slightly later on. But I definitely look forward to what this will add. :) |
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I've added the "Technology Vault", a structure you can hack for +1 to a tech line. I was worried that decreasing a player's tech level could introduce bugs so I went with a hackable structure rather than a capturable. |
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I imagine why that could lead to issues--I'm totally in favor of this being a hacking exclusive thing =D |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 6, 2019 4:09 pm | ZeusAlmighty | New Issue | |
Aug 6, 2019 4:14 pm | Chris_McElligottPark | Note Added: 0052445 | |
Aug 6, 2019 4:14 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 6, 2019 4:14 pm | Chris_McElligottPark | Status | new => assigned |
Aug 6, 2019 4:15 pm | ZeusAlmighty | Note Added: 0052446 | |
Aug 6, 2019 5:34 pm | Chris_McElligottPark | Note Added: 0052447 | |
Sep 15, 2019 6:55 pm | BadgerBadger | Assigned To | Chris_McElligottPark => BadgerBadger |
Sep 15, 2019 6:55 pm | BadgerBadger | Status | assigned => resolved |
Sep 15, 2019 6:55 pm | BadgerBadger | Resolution | open => fixed |
Sep 15, 2019 6:55 pm | BadgerBadger | Fixed in Version | => 0.890 Lighting and Darkness |
Sep 15, 2019 6:55 pm | BadgerBadger | Note Added: 0053120 | |
Sep 15, 2019 7:53 pm | ZeusAlmighty | Note Added: 0053121 |