Refurbishing tecchnologies

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Refurbishing tecchnologies

Post Stuiter » Fri Jan 31, 2014 8:32 pm
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Stuiter
 
((Moderator: Moved topic to System and Character Building))

I have been looking around and reorganizing my system and found that you now can only refurbish so I want to extend the possibilities. Here is my concept. Hopefully you can help fill in more flyff. And the cost are pure on feeling.


Name: Augmentation regulation
Cost: 2000 (:tax) /5 (:turn)
Prerequisite: Standard Template Construction

Flyff: By looking to the specialized structure and similarities instead of the differences the complication are solved in a high tech way. Making is possible to refurbish augmentation zones.

Name: Infrastructural recreation
Cost: 2000 (:tax) /5 (:turn)
Prerequisite: Standard Template Construction

Flyff: Logistic is important for support zone and by using that backbone and reconstruct the zone it is possible to refurbish support zones.

Name: Zone expertise
Cost: 4000 (:tax) / 8 (:turn)
Prerequisite: Infrastructural recreation, Augmentation regulation

Flyff: Big expertise and understanding of zones makes it possible to see through the blueprint of a zone and making it possible to refurbish any zone into another zone.
Post Elmer » Sat Feb 01, 2014 12:44 pm
Elmer
 
First, I like to say that I like the basic idea of technologies, but I think they need polishing.

I don't think that Standard Template Construction is a good prerequisite, this tech is meant for colonisation, and already used a lot as the prerequisite. I think it is better to limit the amount that standard template construction is a prerequisite, to prevent the tech to be something every player buys in the beginning as you always need it for everything.

Next, I like the idea of splitting the tech in the 'augmentation' part and the 'support' part. The costs can be rather cheap I believe, though I think that the 'support' part is a little more powerful than refurbishing to an augmentation zone.

I think that the last tech is useless if you have teched the other two. You already can refurbish to industrial zones, support zones and augmentation zones, and as far I know, those are the three types of zones we have.
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Post Stuiter » Sat Feb 01, 2014 1:26 pm
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I was under the impression that you currently can only refurbish a industry zone into another industry zone.
It was hard picking a prerequisite and this one seems to do the most with construction.
Post Brend » Sat Feb 01, 2014 1:30 pm
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Brend
 
On the zones page we wrote:However, because of the reuse of existing infrastructure, a zone can only be refurbished if the new zone is an industry zone.

You are allowed to refurbish any type of zone into an Industry Zone. We only restrict the new zone ^_^

I agree that this prerequisite has to do the most with construction, though it is mostly space-based construction. We could use another one to reflect infrastructure development, civil planning and planet-side constructions.
Post Brend » Sat Feb 01, 2014 9:45 pm
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Brend
 
After some thinking, it seems that the 'Refurbish to support zone' is going to be more problematic than originally thought: refurbishing to Fleet Zones or Planetary Defence Zone seems weird, and I won't even start describing the problems of refurbishing to a Genealogical Archives. It would work for Power Zones and Open Market Zones though, so I propose to have these technologies work in a more specific manner.

Refurbishing to an Augmentation zone still seems like an interesting technology... But I propose we skip the customary fundamental technology that boosts a product augmentation zone, and instead make this the fundamental technology:

Civil Infrastructure Planning
Repurposing of existing infrastructure allows reuse of otherwise unusable industrial complexes, commercial districts and civilian areas. By restructuring traffic flows and rescheduling freight transports older complexes can be reused to improve other areas of industry.

Having this tech allows you to refurbish zones into Augmentation Zones.

Cost: 500 (:tax) / 5 (:turns)


Industrial Services Repurposing
Space ports, power plants and industrial complexes all have one thing in common: a heavy-duty power grid and robust emergency services. Taking a comprehensive view of not only the civil infrastructure, but of the power distribution and emergency services as well, areas can be repurposed more effectively.

Having this technology allows you to refurbish zones into Power Zones and Open Market Zones.

Cost: 4000 (:tax) / 4 (:turns)
Prerequisites: Civil Infrastructure Planning


Note on the prices: Refurbishing to Augmentation zones won't happen very often, and neither will refurbishing to Power or Open Market zones. It helps with late-game restructuring of your system, but refurbishing to augmentation zones will only be useful if you hyper-focus. So the low cost of the entry-level tech is explained.

Refurbishing to Power zones and OM zones is of more use, and as such is a more desirable technology. I estimate that a player would want 2 refurbishes to support zones in their system, saving them about 3000 (:tax). The technology should offer a discount on this (otherwise it wouldn't be researched at all), so I put the cost at 4000 (:tax), given that at least 2 players want this.
Post Elmer » Sat Feb 01, 2014 10:41 pm
Elmer
 
I like the fundamental technology a lot. This is nice in line within the other 'useless' let's improve our augmentation zone fundamental techs. And this tech allows us to be the prerequisite of future techs which does something with zones and stuff, so the standard template construction would be left alone a little more.

I think that the cost of the Industrial Services Repurposing tech is nice. Now the tech might be nice once you research it with 3 to 4 people, and even than it is a nice decision whether it is worth it or not.

Me likes.
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Post Gerben » Sun Feb 02, 2014 2:35 pm
Gerben
 
I agree with Elmer, me likes.
Post Brend » Sun Feb 02, 2014 5:02 pm
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Brend
 
If no one objects, I would like to put these two techs on the wiki in the weekend of 2013-02-08.
Post Stuiter » Sun Feb 02, 2014 7:13 pm
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Stuiter
 
I think the new fundamental tech is a good idea. I had hoped to refurbish everything, but as you say we got some strange support zone, so only power and open market are fine by me.
Post Brend » Sun Feb 09, 2014 1:59 am
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Post Gerben » Sun Feb 09, 2014 1:38 pm
Gerben
 
Yay xD
Post Elmer » Sun Feb 09, 2014 1:43 pm
Elmer
 
awesome
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