Development Update - Part 2
Just going to add a fairly brief update on the process of the new tech tree and races. As you might (or might not) have noticed I posted some previews of the current and new races. The new tech tree, in terms of the research page, is done. The new races are done. Large amounts of altering the production process are updated. I've added multiple new features, which I might as well list and describe:
- Probe Radar - As shown in the preview, this will reveal the identity of all scans, whether the enemy is successful or not. This also includes stealth scans.
- Probe Blocker - Again, as shown in the preview, this will block all probe attempts regardless of probe amounts while the probe blocker is active. The probe block can be activated for 12 ticks. Once the probe blocker has reached 12 ticks of activity, it then becomes inactive for 48 ticks.
- Debris Fields - This was an idea first suggested by Colonel as a means to using up surplus metal. The debris field will be quite unique to SF. Players will have the option of selecting an amount of metal and/or deuterium and pumping it into space surrounding their empire. The debris field will not increase an empire's defence but will increase the amount of damage taken by an attacking player. It will take 4 ticks to activate and will remain active for 10 ticks. For each tick it is active though, the amount of damage caused is reduced by 5%. 1 metal will cause 2 damage and 1 deuterium will cause 5 damage. Ships with 70% engines or higher will avoid damage caused by debris fields.
- Warp Shields - Obviously these already exist in-game. However, they are being moved to a research item. There will also be two levels of Warp Shield. Level one is pretty much the same as it is now. With level two though, warp shields will raise automatically when they empire's defence reaches zero.
- Worm Holes - These are under construction at the moment.
Along with new features, there will be many new race specific ships. Most of the ships follow a similar pattern to the current ships. In terms of power core, hull, shields, stats etc. However, there is some variety, so I think it will take some time for players to figure out which race they like the most.
All races will have their own source of power, and not just in name. Some races will have three levels of power research, where others will have four. Each boost in power is also different for each race. So with power level one researched with Herogen and Ferrion, the difference between power production per race will still vary, before taking the race bonuses into account.
The defence page has been modified so that everything isn't done on one 'page'. Defence.php has been altered so that the defence overview is a little more clear and less cluttered. Attack shields, warp shields and debris fields will also have their own 'page' so that they can be more clearly understood and controlled.
To give a small insight into how much the new tech tree will change. The current tech tree has around 18 or 19 research items. Not all can be researched. The new tech tree will have around 44 or 45 research items, depending on the player's race. Most of which can be researched, with the exception of some research items which rule out others. Example being that players can only research either the probe blocker or probe radar, not both.
These changes are probably a few weeks away from completion. I have worm holes to add, configuring the new defence platforms, and then a few more tweaks here and there. Then it will need to be tested privately before it can be released to the public. Hopefully this will be in time for the next Protheus round (not the one starting on 14th Sept).
