While I haven't quite yet finished my rough draft on what the technology tree would look like, I did work on a rough draft for what the bodies, propulsion systems, some of the buildings, and some of the turrets, MIGHT be like. Throughout this project of mine, I'll be open to suggestions from you guys, so any feedback would be much appreciated.
1st of all, I'd like to adopt an exponential upgrade system where, for every 9 upgrades that are researched, whatever's being upgraded would be 4 times as powerful as it was before. For example, let's take a weapon that deals a base damage of 30 per shot. If we research 9 damage upgrades for that weapon's class, then the weapon would instead deal 120 damage per shot.
The exceptions to this upgrade policy would be for upgrades to power generation rates, research speeds, factory production speeds, and construction speeds. I initially thought about scaling every new tier of vehicle bodies and defenses so that the T4 bodies and defenses would be 4 times as powerful on almost every field (and 4 times as expensive) as their T1 counterparts. However, upon further examination, I realized that scaling them that high might be a bad idea, so I later decided to tone it down to being only twice as powerful (and only twice as expensive) after receiving 9 upgrades.
Also, while preparing this rough draft, I nearly doubled the price of alot of things, as well as set the rates at which units are produced from a basic factory, structures are built with a basic truck, and research items are researched in a basic research lab, to roughly $10 per second. I also proposed setting the rate at which power was collected at $8 per derrick, so that every 5 derricks could keep any combination of up to 4 basic factories, research labs, and trucks fully operational (meaning that the rate that these 4 factories/trucks/research labs spend power would match the rate at which 5 oil derricks provide power through basic unupgraded Power Generators). With this system in place, it would normally take a truck 10 seconds to build a $100 building, or a basic factory 8 seconds to produce a $80 vehicle.
However, I'd probably want to set starting power from $1300 to $2500 so that certain build strategies, like RFFRC, could still be made viable, especially with how I've increased the prices of many things. However, if adjusting starting power is impossible, then I may have to scale down prices, as well as build points, in order to compensate.
Edit: These values will probably not be used anymore.
Bodies:
Viper: $50, 50 HP, 1000 Weight, 2500 Engine Power, 10 Kinetic Armor, 6 Thermal Armor
Cobra: $100, 100 HP, 2000 Weight, 5000 Engine Power, 15 Kinetic Armor, 9 Thermal Armor
Python: $150, 150 HP, 4000 Weight, 10000 Engine Power, 20 Kinetic Armor, 12 Thermal Armor
Bug: $45, 45 HP, 750 Weight, 2500 Engine Power, 6 Kinetic Armor, 10 Thermal Armor
Scorpion: $90, 90 HP, 1500 Weight, 5000 Engine Power, 9 Kinetic Armor, 15 Thermal Armor
Mantis: $135, 135 HP, 3000 Weight, 10000 Engine Power, 12 Kinetic Armor, 20 Thermal Armor
Leopard: $63, 63 HP, 1000 Weight, 2500 Engine Power, 11 Kinetic Armor, 9 Thermal Armor
Panther: $126, 126 HP, 2000 Weight, 5000 Engine Power, 17 Kinetic Armor, 13 Thermal Armor
Tiger: $189, 189 HP, 4000 Weight, 10000 Engine Power, 23 Kinetic Armor, 18 Thermal Armor
Falcon: $57, 57 HP, 750 Weight, 2500 Engine Power, 9 Kinetic Armor, 11 Thermal Armor
Warhawk: $113, 113 HP, 1500 Weight, 5000 Engine Power, 13 Kinetic Armor, 17 Thermal Armor
Eagle: $170, 170 HP, 3000 Weight, 10000 Engine Power, 18 Kinetic Armor, 23 Thermal Armor
Gladius: $79, 79 HP, 1000 Weight, 2500 Engine Power, 13 Kinetic Armor, 13 Thermal Armor
Longsword: $159, 159 HP, 2000 Weight, 5000 Engine Power, 19 Kinetic Armor, 19 Thermal Armor
Claymore: $238, 238 HP, 4000 Weight, 10000 Engine Power, 25 Kinetic Armor, 25 Thermal Armor
Retaliation: $71, 71 HP, 750 Weight, 2500 Engine Power, 13 Kinetic Armor, 13 Thermal Armor
Retribution: $143, 143 HP, 1500 Weight, 5000 Engine Power, 19 Kinetic Armor, 19 Thermal Armor
Vengeance: $214, 214 HP, 3000 Weight, 10000 Engine Power, 25 Kinetic Armor, 25 Thermal Armor
Wyrm: $100, 100 HP, 1000 Weight, 2500 Engine Power, 16 Kinetic Armor, 16 Thermal Armor
Salamander: $200, 200 HP, 2000 Weight, 5000 Engine Power, 24 Kinetic Armor, 24 Thermal Armor
Wyvern: $300, 300 HP, 4000 Weight, 10000 Engine Power, 32 Kinetic Armor, 32 Thermal Armor
Dragon: $400, 400 HP, 8000 Weight, 20000 Engine Power, 40 Kinetic Armor, 40 Thermal Armor
Cyborg Mk1: $25, 25 HP, 0 Weight, 10000 Engine Power, 4 Kinetic Armor, 4 Thermal Armor
Cyborg Mk2: $31, 31 HP, 0 Weight, 10000 Engine Power, 5 Kinetic Armor, 5 Thermal Armor
Cyborg Mk3: $40, 40 HP, 0 Weight, 10000 Engine Power, 6 Kinetic Armor, 6 Thermal Armor
Cyborg Mk4: $50, 50 HP, 0 Weight, 10000 Engine Power, 8 Kinetic Armor, 8 Thermal Armor
Super Cyborg Mk1: $50, 50 HP, 0 Weight, 10000 Engine Power, 8 Kinetic Armor, 8 Thermal Armor
Super Cyborg Mk2: $63, 63 HP, 0 Weight, 10000 Engine Power, 10 Kinetic Armor, 10 Thermal Armor
Super Cyborg Mk3: $79, 79 HP, 0 Weight, 10000 Engine Power, 13 Kinetic Armor, 13 Thermal Armor
Super Cyborg Mk4: $100, 100 HP, 0 Weight, 10000 Engine Power, 16 Kinetic Armor, 16 Thermal Armor
Cyborg Transport Mk1: $150, 150 HP, 0 Weight, 1000 Engine Power, 16 Kinetic Armor, 16 Thermal Armor
Cyborg Transport Mk2: $189, 189 HP, 0 Weight, 1000 Engine Power, 20 Kinetic Armor, 20 Thermal Armor
Cyborg Transport Mk3: $238, 238 HP, 0 Weight, 1000 Engine Power, 25 Kinetic Armor, 25 Thermal Armor
Cyborg Transport Mk4: $300, 300 HP, 0 Weight, 1000 Engine Power, 32 Kinetic Armor, 32 Thermal Armor
I decided to expand on the dragons line to include light and medium bodies, naming the light body after the Wyrm, a mythical dragonoid that doesn't have any limbs or wings, and naming the medium body after the Salamander, a real-life creature that, in myth, was often thought to be an elemental creature borne of fire.
I also decided to add 2 new lines of vehicles, the bird-of-prey line (Falcon, Warhawk, and Eagle), and the sword line (Gladius, Longsword, Claymore). The bird-of-prey line was designed to be a T2 version of the New Paradigm's insect line of vehicles (akin to how the Collective's cat line of vehicles was more like the T2 version of the Project's snake line of vehicles), while NEXUS's revenge line of vehicles was repurposed into a T3 version of the insect line. The sword line, on the other hand, was designed as a T3 version of the snake and cat lines, while the expanded drake line was repurposed as more of a special line that would come as a reward for players/teams that manage to invest their research into upgrading not only unit HP and Engine Power, but Kinetic and Thermal Armor as well.
You may have also noticed that I expanded the number of versions of Cyborgs, Super Cyborgs, and Cyborg Transports each from 1 to 4. I'd personally like for these to be made upgradeable much like with the new tiers of vehicle bodies, so I decided that I'd create new bodies for them to be applied to different tiers of weapons. For example, the T1 Cyborgs and Super Cyborgs would be reserved for T1 weapons, the T2 borgs for T2 weapons, the T3 borgs for T3 weapons, and finally, the T4 borgs would be reserved for a number of special T3 weapons that would require research from 2 or more lines at a time. As for the Cyborg Transports, I decided to make the T2 version available upon researching Turbo Charged Engine Mk3, the T3 version available upon researching Gas Turbine Engine Mk3, and the T4 version available upon researching the Wyvern body.
If you're wondering about why the bodies weigh as much as they do, and have as much engine powers as they do, it's because I'm wanting to change the propulsion modifiers to something like this:
Propulsion:
Wheels: Max Speed: 192, +50% Power, +100% HP, +100% Weight
Half-Tracks: Max Speed: 160, +75% Power, +150% HP, +50% Weight
Tracks: Max Speed: 128, +100% Power, +200% HP, +0% Weight
Hover: Max Speed: 256, +100% Power, +75% HP, +300% Weight
VTOL: Max Speed: 700, +150% Power, +50% HP, +100% Weight
Cyborg: Max Speed: 160, +0% Power, +0% HP, +0% Weight
Super Cyborg: Max Speed: 128, +0% Power, +0% HP, +0% Weight
Cyborg Transport: Max Speed: 700, +150% Power, +50% HP, +200% Weight
I wanted to make the Wheeled, Half-Tracked, and Tracked propulsions a little more useful (Wheels especially), even when more advanced propulsions, like Hover and VTOL, are available. To this end, I decided to reduce the amount of weight added to the Half-Tracked and Tracked propulsions so that they could afford to carry more weight without being slowed down in the process. (Real-life half-tracked and tracked vehicles are capable of hauling heavier weights than wheeled vehicles without slowing down due to how the treads provide them with lower ground pressure than wheels.) However, for these same reasons, I decided to increase the weight of Hovers so that players that try to use them would need to be conservative as to how heavy their turret should be. (This becomes less and less of an issue as more engine upgrades are researched though.) I also decided to increase the speeds of Wheeled and Half-Tracked units significantly, though I also nerfed Hover speeds, as well as reduced Half-Tracks' and Tracks' HP.
Other than changes in HP and Weight, VTOLs were otherwise left relatively unchanged for now.
Structures:
Command Center: $150, 750 HP, 10 Kinetic & Thermal Armor, MEDIUM Armor
Power Generator: $100, 600 HP, 10 Kinetic & Thermal Armor, MEDIUM Armor, provides 8 power per second for every derrick
Power Module: $100, provides an additional 4 power per second for every derrick
Oil Derrick: $50, 300 HP, 10 Kinetic and Thermal Armor, MEDIUM Armor
Research Facility: $200, 600 HP, 10 Kinetic and Thermal Armor, MEDIUM Armor, researches at a rate of $10 per second
Research Module: $100, researches at an additional rate of $5 per second
Factory: $200, 750 HP, 10 Kinetic and Thermal Armor, MEDIUM Armor, produces vehicles at a rate of $10 per second
Factory Module: $200, produces units at an additional rate of $10 per second, per module
Cyborg Factory: $150, 600 HP, 10 Kinetic and Thermal Armor, MEDIUM Armor, produces Cyborgs at a rate of $10 per second
VTOL Factory: $200, 750 HP, 10 Kinetic and Thermal Armor, MEDIUM Armor, produces VTOLs at a rate of $10 per second
Repair Facility Mk1: $250, 600 HP, 12 Kinetic and Thermal Armor, MEDIUM Armor, repairs units at a rate of 50 HP per second
Repair Facility Mk2: $315, 756 HP, 15 Kinetic and Thermal Armor, MEDIUM Armor, repairs units at a rate of 63 HP per second
Repair Facility Mk3: $397, 952 HP, 19 Kinetic and Thermal Armor, MEDIUM Armor, repairs units at a rate of 79 HP per second
Repair Facility Mk4: $500, 1200 HP, 24 Kinetic and Thermal Armor, MEDIUM Armor, repairs units at a rate of 100 HP per second
As you can see, I'm thinking about reducing the price of HQs to about 75% the price of factories, given how less vital they seem to be overall compared to factories, research facilities, and power generators in general (which have the advantage of not being as limited in how many can a player build as HQs are). Likewise, I'm thinking about making the Cyborg Factories less expensive than regular factories since players have far fewer choices as to what to build from Cyborg Factories. While I still feel as if the factories still have a little too much HP to be fair, I'm willing to overlook this, as I doubt that factory modules could add additional HP to the factories.
I'm also thinking about creating different versions of Repair Facilities to better account for the different tiers of bodies. Just as I'm planning on setting Wyvern bodies' base HP to be twice that of Python bodies' HP, so too am I planning on setting the Repair Facility Mk4's repair speeds to twice that of the Repair Facility Mk1's repair speeds.
Structure Bodies:
Steel Tower: $75, 200 HP, 8 Kinetic and Thermal Armor, MEDIUM Armor
Hardcrete Emplacement/Tower: $150, 400 HP, 12 Kinetic and Thermal Armor, HARD Armor
Supercrete Emplacement/Tower: $189, 504 HP, 15 Kinetic and Thermal Armor, HARD Armor
Plascrete Emplacement/Tower: $238, 635 HP, 19 Kinetic and Thermal Armor, HARD Armor
Plasteel Emplacement/Tower: $300, 800 HP, 24 Kinetic and Thermal Armor, HARD Armor
Hardcrete Hardpoint: $225, 600 HP, 16 Kinetic and Thermal Armor, HARD Armor
Supercrete Hardpoint: $283, 756 HP, 20 Kinetic and Thermal Armor, HARD Armor
Plascrete Hardpoint: $357, 952 HP, 25 Kinetic and Thermal Armor, HARD Armor
Plasteel Hardpoint: $450, 1200 HP, 32 Kinetic and Thermal Armor, HARD Armor
Hardcrete Bunker: $225, 600 HP, 20 Kinetic and Thermal Armor, BUNKER Armor
Supercrete Bunker: $283, 756 HP, 25 Kinetic and Thermal Armor, BUNKER Armor
Plascrete Bunker: $357, 952 HP, 32 Kinetic and Thermal Armor, BUNKER Armor
Plasteel Bunker: $450, 1200 HP, 40 Kinetic and Thermal Armor, BUNKER Armor
Again, just like with the Repair Facilities, I'd like to provide players with different tiers of defenses to go along with the different tiers of vehicle bodies.
Systems:
Truck: $50, 100 HP, 500 Weight, builds structures at a rate of $10 per second
Heavy Truck: $200, 300 HP, 10000 Weight, builds structures at a rate of $50 per second
Mobile Repair Turret Mk1: $25, 50 HP, 500 Weight, repairs units at a rate of 10 HP per second
Mobile Repair Turret Mk2: $32, 63 HP, 500 Weight, repairs units at a rate of 20 HP per second
Mobile Repair Turret Mk3: $40, 79 HP, 500 Weight, repairs units at a rate of 40 HP per second
Mobile Repair Turret Mk4: $50, 100 HP, 500 Weight, repairs units at a rate of 80 HP per second
Heavy Repair Turret Mk1: $100, 150 HP, 10000 Weight, repairs units at a rate of 50 HP per second
Heavy Repair Turret Mk2: $126, 189 HP, 10000 Weight, repairs units at a rate of 100 HP per second
Heavy Repair Turret Mk3: $159, 238 HP, 10000 Weight, repairs units at a rate of 200 HP per second
Heavy Repair Turret Mk4: $200, 300 HP, 10000 Weight, repairs units at a rate of 400 HP per second
Again, I wanted to add multiple versions of Mobile Repair Turrets to go along with the different tiers of vehicles, though since no support currently seems to exist for upgrading Mobile Repair Turrets (along with Heavy Repair Turrets and Cyborg Mechanics, but NOT Repair Facilities), I had no choice but to to manually augment their repair capabilities even further than usual, so that they could keep up with the pace of technological advancement.
What are your thoughts on this? Should any of this be changed? Feedback would be much appreciated.
