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This got me thinking about how to extend the teching stage without simply increasing the prices/tech times of developments, which really just add boredom and frustration rather than adding tactical dimension. Really, alot of routes miss out on all the fun at the start, so this suggestion is aimed at getting them more involved, as well as making the entire development aspect of the game more tactical.
So, my suggestion is to reduce the development times and costs on all technologies, maybe to 2/3 of what they are at the moment.
However, once a development is done, you only have access to a weakened form of the unit. This will allow you to get out, have some fun and start using units fairly early. These tier 1 units will maybe have 50% of the stats of their current counterparts.
To gain access to the full unit stats you must then do a second development (after which all your old tier 1 units are upgraded to tier 2 to stop confusing mixed tier mobs). This second development would again cost about 2/3 of current unit developments, bringing the total cost of a full tech to 4/3 of what it is currently. This will make the total development times longer, but it will also break them up. Rather than going from useless to dominating with the difference of a single tech, a very black and white situation, there would then be shades of grey as well.
A crucial aspect in making the teching aspect of the game more dynamic is being able to move straight on to the next development after having only completed the tier 1 tech. This presents you with the choice of whether to rush for the next dev or whether to upgrade your current units to be efficient (eg. a pom might upgrade their gurus before progressing, while a military player could go straight for officers, not bothering with upgrading privates).
The other crucial aspect is that in order to do the tier 2 development, you must have completed the previous tier 2 development. So you can't do all the tier 1 developments up to, for example, strikers, and then upgrade to tier 2 strikers before having upgraded all the previous units to tier 2. This then presents another dynamic to teching. If, continuing the striker example, you went through all the tier 1s to strikers straight away you would gain an early ability to fire AD before CWs, however you will then be stuck for a long time having to go back through all the tier 2 techs on privs, officers, hws and grens, before being able to get your full striker units.
Just a note on mechanics, I was thinking that maybe new names are made for all the tier 1 units, so tier 1 privates might be called recruits, tier 1 sleeping gas traps might be called tear gas traps. This would make them distinguishable in battle reports. Alternatively, all unit names could have a number next to them eg Private(1) to denote tier 1. OR, the tier could be something only noted in the tooltip when hovering over a hax0r report, and discrepancies in battle reports would have to be figured out. To be honest, my favourite idea is the new names suggestion, it would add something fresh to the game without required major reworking or balancing.
Another very nice extension of this is being able to put in tier 3 developments, which would have to cost a fair bit to stop them coming out in the early game, but which could then upgrade early game units to make them useful and relevant in the end game. The idea of making officers, automotons, heavy thugs, serfs and so on actually have an relevant role in the end game is something I'd *really* like to see. At the moment, for most routes at least, you develop as fast as possible and then stick to only 2 or 3 units.
Just think of the tactical possibilities that could be opened up! Tier 3 units could completely change the shape of certain routes and completely shake up the current rigid structure of SO beats thug, thug beats PoM, PoM beats SO, and so on. What if spike traps could be upgraded to tier 3 NLD targeters? At the expense of killing so much flak, another tactical choice. Or if HTs could be upgraded to last tick SA killers, stopping thugs being so rigidly mid/range only. The possibilities are mouth watering. Obviously take alot of thought and balancing, but by introducing tier 1 and tier 2 developments the possibility is then there for tier 3 extensions.
The beauty of tier 3 is being able to address the current lack of balance in certain places (see Polos thread in bush discussions) WITHOUT having to completely scrap routes or completely rework the entire game dynamic. It would also do something to remove the repetition and stagnation, which although not yet major due to the introduction of age 5, is still something that makes oldies leave and which will only become more of a problem as the rounds go by.
Now I'm mostly brain storming aloud, this is far from a complete suggestion, so please dive in with any thoughts.
[/size]Polo said:Couldn't agree more on this point. I think teching should take a lot longer than it currently does so that early teched units become much more important and there's a much greater decision to be made in whether to buy units or carry on teching. Of course this would require substantial balancing.Turnip2k said:2) I think people should spend more time teching, to make people think more carefully about routes - the strategies of how routes interact in a non-fully teched environment are gone far far too quickly imo. It would add much more depth to the game if teching wasn't just a mad rush, but a slow, tactical process.
This got me thinking about how to extend the teching stage without simply increasing the prices/tech times of developments, which really just add boredom and frustration rather than adding tactical dimension. Really, alot of routes miss out on all the fun at the start, so this suggestion is aimed at getting them more involved, as well as making the entire development aspect of the game more tactical.
So, my suggestion is to reduce the development times and costs on all technologies, maybe to 2/3 of what they are at the moment.
However, once a development is done, you only have access to a weakened form of the unit. This will allow you to get out, have some fun and start using units fairly early. These tier 1 units will maybe have 50% of the stats of their current counterparts.
To gain access to the full unit stats you must then do a second development (after which all your old tier 1 units are upgraded to tier 2 to stop confusing mixed tier mobs). This second development would again cost about 2/3 of current unit developments, bringing the total cost of a full tech to 4/3 of what it is currently. This will make the total development times longer, but it will also break them up. Rather than going from useless to dominating with the difference of a single tech, a very black and white situation, there would then be shades of grey as well.
A crucial aspect in making the teching aspect of the game more dynamic is being able to move straight on to the next development after having only completed the tier 1 tech. This presents you with the choice of whether to rush for the next dev or whether to upgrade your current units to be efficient (eg. a pom might upgrade their gurus before progressing, while a military player could go straight for officers, not bothering with upgrading privates).
The other crucial aspect is that in order to do the tier 2 development, you must have completed the previous tier 2 development. So you can't do all the tier 1 developments up to, for example, strikers, and then upgrade to tier 2 strikers before having upgraded all the previous units to tier 2. This then presents another dynamic to teching. If, continuing the striker example, you went through all the tier 1s to strikers straight away you would gain an early ability to fire AD before CWs, however you will then be stuck for a long time having to go back through all the tier 2 techs on privs, officers, hws and grens, before being able to get your full striker units.
Just a note on mechanics, I was thinking that maybe new names are made for all the tier 1 units, so tier 1 privates might be called recruits, tier 1 sleeping gas traps might be called tear gas traps. This would make them distinguishable in battle reports. Alternatively, all unit names could have a number next to them eg Private(1) to denote tier 1. OR, the tier could be something only noted in the tooltip when hovering over a hax0r report, and discrepancies in battle reports would have to be figured out. To be honest, my favourite idea is the new names suggestion, it would add something fresh to the game without required major reworking or balancing.
Another very nice extension of this is being able to put in tier 3 developments, which would have to cost a fair bit to stop them coming out in the early game, but which could then upgrade early game units to make them useful and relevant in the end game. The idea of making officers, automotons, heavy thugs, serfs and so on actually have an relevant role in the end game is something I'd *really* like to see. At the moment, for most routes at least, you develop as fast as possible and then stick to only 2 or 3 units.
Just think of the tactical possibilities that could be opened up! Tier 3 units could completely change the shape of certain routes and completely shake up the current rigid structure of SO beats thug, thug beats PoM, PoM beats SO, and so on. What if spike traps could be upgraded to tier 3 NLD targeters? At the expense of killing so much flak, another tactical choice. Or if HTs could be upgraded to last tick SA killers, stopping thugs being so rigidly mid/range only. The possibilities are mouth watering. Obviously take alot of thought and balancing, but by introducing tier 1 and tier 2 developments the possibility is then there for tier 3 extensions.
The beauty of tier 3 is being able to address the current lack of balance in certain places (see Polos thread in bush discussions) WITHOUT having to completely scrap routes or completely rework the entire game dynamic. It would also do something to remove the repetition and stagnation, which although not yet major due to the introduction of age 5, is still something that makes oldies leave and which will only become more of a problem as the rounds go by.
Now I'm mostly brain storming aloud, this is far from a complete suggestion, so please dive in with any thoughts.