Possible gameplay change - Need adv techbase to use stolen Mk III tech

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DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

Code changes people take it to the Suggestion forum
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Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
juckto
Posts: 2332
Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

You could maybe do that with the current core code. However:
* you'd have to make duplicates of every research (for instance, "Research: Minigun 2" and "Reverse engineer: Minigun 2").
* the RE wouldn't automatically start.
* after RE is finished, I'm half-certain that the normal research would still show up on the techtree, and could be clicked on by the unwary commander.
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
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