[GZG] Re: [FT] Tech tree for FT campaign play

1 posts ยท Nov 25 2006

From: mintroll-ft-list <mintroll-gzg-ft@2...>

Date: Sat, 25 Nov 2006 12:10:18 +0000

Subject: [GZG] Re: [FT] Tech tree for FT campaign play

> Brenan wrote:

> I thought about not stacking developments and simply having the

As a simple Tech Tree System I think it is a good idea, the problems arise
with how the campaign is structured.

For example, in our one, thrust is a key factor in set up for battles,
as well as attempting to escape. Under a non-stacked system like would
people would pay out for large thrusts over weapons. Thus the 'normal' initial
ships, small quick scouts with a gun, would be
bi-passed as they are inefficient Tech wise (by thrust).

The idea we had was to set up an interlocking tech tree, with a difference
based cost for each higher tech. The key was to include a base cost for
beginning certain techs and extra cost at higher levels. This is how most
computer games run their tech trees. We abandoned this idea fairly quickly as
we could come to no agrement about these extra
costs - it would take a lot of effort to balance. Especially as you
point out that the Alien tech trees are smaller.

The final problem is what various groups include - I've listed
everything for our campaign in the Systems Compendium. But other groups may
alter this mix, or even disagree with the PSB behind an interlocking tree.
I'll try dig out the rough tree we drew up, make a digital version and upload
it for comparison.

Simon