what about:Auton wrote:QUOTE (Auton @ Jun 21 2007, 10:25 PM) Perhaps instead of making capships totally dependent on the shipyard, we set things up so that certain techpaths determine what caps you can get.
For example, maybe something like:
SY (Lv 1)
-Missile Frigate
-Carrier (requires Exp 1)
-Assault Ship (requires Tac 1)
-Corvette (requires Sup 1)
SY (Lv 2)
-Cruiser
-Destroyer (requires Tac 1, Exp 1)
-Devastator (requires Exp 1, Sup 1)
-AWACS (Can scan nearly whole sector, transmits lead indicator, can cloak.) (requires Tac 1, Sup 1)
That tree is by no means final though, and could be expanded to suit our needs if we feel it's required.
This idea will reduce the effectiveness of SY rushes because you won't have nearly the range of ships you would receive by going a tech and using caps to end the game. Plus, further teamwork would be required to keep the loss of, say, a tac from preventing you from using Assault Ships, Dests, or AWACS. It will also make using caps slightly more economical by having a couple caps on top of your tech instead of just upgrading a base 5 times over to get really big ships, but yet it'll still be expensive, perhaps even more so. Not only that, but when you have that many upgrades, you need to consider BIOS research times when balancing...
supa long range bomber w/heavy cloak= upped tac
destroyer = upped sup
deveastator = upped exp
cruiser=
other than that, thats the best idea ive ever seen



