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Tech Tree 2.0


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#1 Phoenix Rising

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Posted 21 December 2008 - 06:44 AM

Although superior to synchronous tech levels, the current class-based, linear tech tree has always had its flaws. Notably, it can be temporally inconsistent between like depths (Republic-class/Reef Home-class) and it has problems dealing with units in the same class that historically launched in the same period (Venator-class/Victory-class). There needs to be more flexibility, choice, and authenticity in how research can be conducted. There needs to be a tech tree 2.0.

For over the past four months, this is what I've been working on behind the scenes. I've only completed it within the last few days. Just in time for the release, I present to you the tech tree 2.0 for Phoenix Rising v1.1:

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No longer is one line of research confined within a class; each individual unit has its own prerequisites, as illustrated by the arrows. Similar lineages are aligned roughly vertically, while units generally get bigger going from left to right.

The new tech tree is organized into levels, which are an indication of how much prerequisite research is required to unlock a given unit. I have purposely designed these with the intent of corresponding to a certain period within our timeline: these levels are directly used for both the starting tech level setting for Galactic Conquest and the station upgrade level in Skirmish. Rather than viewing a ship's placement as a sign of its launch date, consider it to be the period in which the ship came into widespread use with the faction.

In a normal game, Level 0 represents your starting units and Level 1 represents the beginning research. Upgrades function the same as before and can be thought of as a third dimension to the tech tree. Between the two options, there are nearly infinite unit possibilities.

One last note on tech. I've reworked both the prices and build times for research and upgrades to make it more accessible in this release. Research costs are now based on the tech level instead of the unit cost, while build times are based on class. The initial price of upgrades has been lowered, but the step has been increased to compensate. Regardless of how many there are for a certain unit, they should total to around 50k for everything. The rule of thumb is that research is time-consuming and upgrades are expensive.

The tech tree images will be included with the release, but start planning your galactic domination now!

Edited by Phoenix Rising, 21 December 2008 - 06:50 AM.


#2 BansheeMalthus

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Posted 21 December 2008 - 07:24 AM

Looks nice man. Can't wait.

#3 Guest_StarWars_*

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Posted 21 December 2008 - 08:53 AM

Not bad at all, thanks for not making us research all of the fighters if we want different ones, makes it more realistic. :p

#4 Theempirewins

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Posted 21 December 2008 - 12:04 PM

Not bad at all, thanks for not making us research all of the fighters if we want different ones, makes it more realistic. :p



This looks impressive !

VERY nice work, can hardly wait...only 2 days until the release :)

#5 Wing Zero

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Posted 21 December 2008 - 12:49 PM

nicely done hope to see it in action and can we have seem eye candy please

#6 Kitkun

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Posted 21 December 2008 - 03:17 PM

Awesome. Giving CSA the Bulwark should give them a fighting chance.

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#7 bob345

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Posted 21 December 2008 - 07:13 PM

This new Tech Tree is awsome
I can't wait till release

#8 Phoenix Rising

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Posted 21 December 2008 - 10:25 PM

Awesome. Giving CSA the Bulwark should give them a fighting chance.

I tend to spam fighters as the CSA. It's a pretty good strategy for what they have to work with. They're not really that disadvantaged against the Empire or Rebellion in Skirmish though... it's pretty well balanced.

#9 Casen

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Posted 22 December 2008 - 12:21 AM

CSA will be available in Skirmish for this release, yes?

#10 Ghostrider

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Posted 22 December 2008 - 09:21 AM

CSA will be available in Skirmish for this release, yes?


yes :p

#11 Guest_Guest_*

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Posted 22 December 2008 - 09:31 AM

How come the CSA have the imperial? I thought it was a unit exclusively used by the empire(apart from the errant venture or emancipator)

#12 Badwolfwho

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Posted 22 December 2008 - 09:34 AM

Since the CSA have a smaller tech tree they'll get their big guns faster giving them an advantage over the other 2 won't it?

#13 Ghostrider

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Posted 22 December 2008 - 09:55 AM

Since the CSA have a smaller tech tree they'll get their big guns faster giving them an advantage over the other 2 won't it?



The higher tree units still take a long time to research though, and the CSA starts with generally weaker units, but with greater Spam power - so it's just different.

#14 Phoenix Rising

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Posted 22 December 2008 - 03:53 PM

How come the CSA have the imperial? I thought it was a unit exclusively used by the empire(apart from the errant venture or emancipator)

http://starwars.wiki...ty_Picket_Fleet

#15 Kaleb Graff

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Posted 22 December 2008 - 06:54 PM

This looks even better then ever. I can't believe that I though the old version felt realistic, now that we have this.

#16 Casen

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Posted 22 December 2008 - 08:31 PM

How come the CSA have the imperial? I thought it was a unit exclusively used by the empire(apart from the errant venture or emancipator)

http://starwars.wiki...ty_Picket_Fleet


Yeah, they used one...just one... o_o

#17 keraunos

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Posted 22 December 2008 - 10:55 PM

I have one small modding question regarding tech levels. Are they 'official'? I mean, build into the engine, so if we design say Thrawn Campaign to start at tech level 2 they will have all the units from this tech level already researched?

Great job, BTW :D

#18 Ghostrider

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Posted 23 December 2008 - 07:33 AM

I have one small modding question regarding tech levels. Are they 'official'? I mean, build into the engine, so if we design say Thrawn Campaign to start at tech level 2 they will have all the units from this tech level already researched?

Great job, BTW ;)


Yes - if you set Tech level 2, you start with pre-researched units. Good point on the campaigns though, I'll check on the tech starting levels before we release.
Thanks

#19 keraunos

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Posted 23 December 2008 - 01:53 PM

Thx ;)

#20 Kaleb Graff

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Posted 23 December 2008 - 10:06 PM

Would it be possible to have some unit upgrades already researched at various tech levels, as that annoys me when I play Thrawn? If you tell me how, I'll do it.



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