Hmm. Interesting. Would need details on what all the new techs do. Maybe fill them in below and hyperlink them, just because there are so many.
I'm concerned that it may be too long? I know someone wants his Jump Capable (IE, useful) Caspers before summer of 2021... And I might keep the research rules simpler.
Beyond that, while Id like to see details on what you think everything does, and maybe look at Jester's version for ideas (or vice versa!), but its not a bad start.
Oh, I'm aware that's a lot. Which was unexpected, because I set out to just add 2 levels of "improve weapon X", so we could have something to research that would differentiate the realms.
The idea was that those were very generic, to be fluffed by the player buying them, so it would be easy to keep track of them, just having a list with 5 numbers for each player.
I marked most of them with mouse-over commentary.
Then I started adding all the remaining things I could think of that didn't have unlocks, and then I checked one on Sarna and found more. ;D You know, classic run-away.
Trying to keep it palatable for the GM was also the reason I made descriptions like "5% better" or "evades first shot". I actually took a look at Jesters approach, and found it to be quite humorous. :thumbsup: If I understood him correctly, his approach was basically to add fluff to the empty spaces.
As for the time it takes to get to X... that is indeed a conundrum. :-\ If we go too fast, we might get too many rapid changes, and if the game lasts long enough, we run out of techs.
If we go too slow, we won't see half of it. Not being a GM, I obviously don't know how close you two are to burnout, which is the biggest factor in these calculations.
An option would be to split the tech tree into 4 trees, but limit our progress to 2-3 a turn, thereby allowing players to advance very quickly in the specific area they covet.
Edit: We have at least 2 turns to think about it before it actually makes a difference, I reckon.As for the 20:1 conversion.. the intent of the subcap and other techs was to make that unnecessary, for purposes of keeping dropships in the game. If your planning on giving 20:1 to fighters... I really feel that would take us back to carriers becoming the only warship.
Ah, no. I meant except fighters vs. Capital armour. This would make base dropships at least require a full salvo to kill, and increase the viability of their base armament while giving Warships a reason to mount standard scale weapons, as opposed to just NL/35s or later SCLs.
Again, if you calculate dropships as just "% of warship tonnage", then roll dice against each other, what scale we use is irrelevant. ;)
Actually, what does a shielded RCS do?