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- Dec 13, 2007
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This thread is an official Design Directions thread.
Should HQ tech trees have routes, like player tech trees, where if you develop down one route, it disables the other route - so that alliances become tactically distinct/unique from eachother?
What should the "themes" be, how complex or simple (linear or multi-branching) should these be? What sort of features (pros & cons) should each route give, and how many routes? Eg one route might give a -1 ETA defense boost, but cause all attacks to be +1 ETA. One might be +5% seeds generated for all members each tick, but give your members a maximum land cap on enemies of 10%... etc.
Please discuss any ideas for route "themes/names", the actual tactical advantages/disadvantages these could give (any features, unique or already found in the game), possible "HQ Units", whether the routes should be totally linear, or a little complex, etc.
Should HQ tech trees have routes, like player tech trees, where if you develop down one route, it disables the other route - so that alliances become tactically distinct/unique from eachother?
What should the "themes" be, how complex or simple (linear or multi-branching) should these be? What sort of features (pros & cons) should each route give, and how many routes? Eg one route might give a -1 ETA defense boost, but cause all attacks to be +1 ETA. One might be +5% seeds generated for all members each tick, but give your members a maximum land cap on enemies of 10%... etc.
Please discuss any ideas for route "themes/names", the actual tactical advantages/disadvantages these could give (any features, unique or already found in the game), possible "HQ Units", whether the routes should be totally linear, or a little complex, etc.