From: Tim Jones <Tim.Jones@S...>
Date: Fri, 17 Jul 1998 08:17:48 +0100
Subject: Tech trees (medium)
Regarding to previous tech tree discussions I found this in the archives (nothing obvious by Indy though Dean?) --------------------------- From: "Mike Wikan" Date:Fri, 4 Apr 1997 05:56:39 -0500 Subject: Tech Levels in FT/MT Our Campaign Tech levels are as such: TL1: C Batt, Submunition Rack, Hulls up to Mass 22, TL2: B Batt, Missile (Basic), Minelayers, Shield-1, Hulls to Mass 32, PDAF TL3: A Batt, Missile (EMP), Basic Fighters, Pulse Torpedo, Hulls to mass 50, ADAF, Needle Beams TL4: AA Megabatteries, Advanced Fighters, Wave Gun, Hull to mass 70, Missile (Needle) TL5:Dual Combination Fighters (ex:Fast-Heavy), Nova Cannon, Cloaks, Reflex fields, Any Hull size Everyone started out at TL1 for setup with 10,000 points to build his entire fleet (including Orbital Shipyards/defenses) A player could pay a one time fee at startup to boost his tech level by paying 1,000 credits per level (combined). So, for instance, if a player wanted to start at Tech 3 he paid 5,000 of his 10,000 startup money.(TL2-2,000 + TL3-3,000) Obviously, players only Buy advanced tech at startup after careful consideration. Every turn (month) players receive 1,000 credits for his homeworld plus 300 credits per colony plus 100 credits per outpost as revenue. the player then pays a flat fee of 10% of the ship's build cost as a maintenance fee to support his fleet. In order to advance Tech levels during the game, a player pays an amount equal to the Tech level x 1,000 to advance and the Tech level becomes available after 1d6+TL months. So far, it is working rather well!! Mike Wikan