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September 20th, 2006, 05:41 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: SEV question - new design tech levels?
Plus, queues start empty.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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September 21st, 2006, 04:24 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: SEV question - new design tech levels?
Well, I'd like the option to use older versions of components in new ships. In SEIV, from time to time I don't use the latest version of everything on my new ships because:
(1) The latest version is more expensive and I want to save on maintenance cost
or
(2) I'm building a ship that I intend to trade with another empire and I don't want to give them my latest technology.
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September 21st, 2006, 03:40 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: SEV question - new design tech levels?
What Kamog said. Also, mods may have more interesting decisions about which version to use than are in the default tech tree... unless the UI remains with this limitation.
Also it is an issue that you can get around it by wasting your time making designs to upgrade from. Any time a UI doesn't let you do something easily, but does let you do something that can be advantageous, but only if you waste a lot of time doing something tedious, is a headache.
PvK
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September 21st, 2006, 03:43 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: SEV question - new design tech levels?
The problem here is the level system for techs...basically you turning your +1 APB into a +2 APB, and once you have it, there is no need to go back...I'm wondering how many mods will remove the levels all together...I'm seriously considering it...
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September 21st, 2006, 03:46 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: SEV question - new design tech levels?
Except there are several people who say that they really would like to have the ability to go back. So I'd say the need to go back, does exist.
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September 21st, 2006, 03:48 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: SEV question - new design tech levels?
Preaching to the choir...
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September 21st, 2006, 03:52 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: SEV question - new design tech levels?
Lol..I was just saying. It didn't look, to me, that you were 'for' the ability to 'go back'.
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September 21st, 2006, 03:59 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SEV question - new design tech levels?
A mod where you could have such interesting choices could also have two or three separate component lines, geared towards these different choices, right?
You could also reduce or eliminate cost increases, to ameliorate the need to make cheaper ships for maintenance purposes. Start the initial levels at a higher cost, reduce the absurd 100 levels of everything to more sane numbers...
Useful or no, I don't know that you will be able to convince Aaron to allow obsolete levels to be used at this point.
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September 21st, 2006, 04:01 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: SEV question - new design tech levels?
True, but I'm easily sure that the level thing can be moded in or out as needed...its just a formula...right?
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September 21st, 2006, 04:16 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: SEV question - new design tech levels?
Yes, you could make a mod have only 1 level of all components. It would make for a cluttered interface though, as the concept of families and roman numerals is replaced by the one entry per component line. You will have every explicit level showing in the design screen, and you will not be able to upgrade from APB I to APB II, have to manually replace.
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