Faraway Games Faraway Games
Home of Tartarus and RipSpace, online strategy games
 
FAQ :: Search :: Memberlist :: Usergroups :: Register
Profile :: Log in to check your private messages :: Log in

Fast Teching / Bonus Tech System

 
Post new topic   Reply to topic    Faraway Games Forum Index -> Tartarus General Rules Discussions
View previous topic :: View next topic  
Author Message
madmonkey



Joined: 20 May 2006
Posts: 150
Location: Adelaide, South Australia

PostPosted: Sat May 20, 2006 1:03 pm    Post subject: Fast Teching / Bonus Tech System Reply with quote

What does everyone think ?? Is a fast teching system a worthwhile thing or would you rather see if fall by the wayside ?

I'm all for it. Fast Techup would see more OT titans. Currently it would take over a year to spawn more than 3 OT titans (I think my maths is right there). To get to the limit (it's 10 OT titans isn't it) it would take around 3 years which is a bit too long IMNSHO. All of this assumes that you just reached the titan cap (not the hall cap).

So let's start the discussion all over again. Should there be fast teching and what are some simple rules for a system ?
Back to top
View user's profile Send private message
Steels



Joined: 21 May 2006
Posts: 115
Location: Purgatory

PostPosted: Sun May 21, 2006 9:06 am    Post subject: Reply with quote

I think that we need to consider why the mechanics have evolved as they have.

In epochs one and two we had unlimited growth, which meant that as time progressed the game became skewed in favour of the older clans. Some younger clans complained that they would never be able to compete on even terms.

Epoch three was given the tech cap. However, when clans reached that cap (and I am sure that those clans included some of the younger clans from epoch two) they complained that there was nothing to give them an advantage over other clans at the cap and that the game was in danger of stagnating. Thus Overtech Titans came into being.

I believe that OT's should be very much the exception and not the rule. To make production easier would enable alliances to have large groups of OT's roaming around only being prey for other large groups of OT's, thereby disadvantaging the younger players who the rules were originally altered to help in the first place!

I would be quite happy to fix upteching of Halls at two per day, perhaps with the proviso that an individual system could only receive one uptech per day.

As for the limit of 10, this is rather like the speed limit...it is a limit, not a target...there is no overarching requirement that it has to be acheived.

Steels.
Back to top
View user's profile Send private message
Phoenix



Joined: 20 May 2006
Posts: 106

PostPosted: Sun May 21, 2006 11:15 am    Post subject: Reply with quote

Steels wrote:
I believe that OT's should be very much the exception and not the rule. To make production easier would enable alliances to have large groups of OT's roaming around only being prey for other large groups of OT's, thereby disadvantaging the younger players who the rules were originally altered to help in the first place!


I agree.

Quote:
I would be quite happy to fix upteching of Halls at two per day


I also agree, as this tends to help halled clans reach the tech cap that much sooner and thus level the playing field (which is a good thing really).
Back to top
View user's profile Send private message
madmonkey



Joined: 20 May 2006
Posts: 150
Location: Adelaide, South Australia

PostPosted: Sun May 21, 2006 1:26 pm    Post subject: Reply with quote

Fair enough. Anyone else care to comment ?? Jonathan ??
Back to top
View user's profile Send private message
Lord Nova



Joined: 22 May 2006
Posts: 271
Location: Northamptonshire, England

PostPosted: Mon May 22, 2006 11:57 am    Post subject: Reply with quote

I agree with both Phoenix and Steels in that I'm also happy with the OT limit and tech limit as it is.

I was worried when OT's were first proposed that they'd prove if not unkillable very nearly so, but this doesn't appear to be the case, I think we're up to four or perhaps five OT deaths now.

So I'm pretty happy that OT's give you an advantage, but not an overwhelming one, so I see no further need to tinker with the mechanism.

I'm also fine with the tech up being fixed at 2 per turn for halls. That's not going to seriously effect older and more powerful clans, apart from making the time taken to be able to spawn more OT's somewhat shorter. But it means that younger clans can more quickly move through orange and purple to the point where they can start interacting with the established clans.
Back to top
View user's profile Send private message MSN Messenger
Akchin



Joined: 20 May 2006
Posts: 40

PostPosted: Mon May 22, 2006 2:22 pm    Post subject: I agree Reply with quote

Halls teching 2 per turn till cap is fine.
Back to top
View user's profile Send private message
Spud



Joined: 20 May 2006
Posts: 9

PostPosted: Tue May 23, 2006 10:26 am    Post subject: Reply with quote

I think the mechanics seem quite well balanced right now. OTs are slow to breed, and doing so increases the vulnerability of your hall. The current OT tech cap means they aren't invincible.

Increasing OT spawn rates would mean they weren't as precious as they are right now, which would skew the advantage in their favour. As it is an OT is a complement to regular Gen190 titans, not a replacement for them. That's about right I reckon.
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Faraway Games Forum Index -> Tartarus General Rules Discussions All times are GMT + 2 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum




smartDark Style by Smartor
Powered by phpBB © 2001, 2002 phpBB Group
 

Abuse - Report Abuse
Powered by forumup.co.uk free forum, create your free forum!
Created by Raulken of Hyarbor S.r.l.
TOS & Privacy.

Page generation time: 0.634