Ok, so in this thread I want to talk about adding in some of my personal favorite pet peeves fixes to the MOO2 game. We all know Sociology as the weakest tree in the game (or perhaps better, branch), and at the same time we see some rather glaring examples of things done wrong (or not done at all) in MOO2. Here I will ask folks to discuss the ideas for inserting new techs into this branch, to both "flesh it out" and to give us a place to but together all the disjointed thoughts and ideas about different ideas and such that anyone can come up with.
Basically, I would want to have techs in the game, within this branch, that allow players to do what no MOO2 player could do before:
Leader Techs = allow players to research a series of techs that allow for 'building' one's own Custom Leaders, that can be one of several different types, focused upon the 'weak spots' within the game and also adding new, original content to different areas of the game.
New buildings = allow players to construct new building, that allow players to construct new units, and research new Techs. So the path that I am wanting here is: Research a new Tech, build the new Building, and then be allowed to build a new unit & open up the ability to research other, new Techs.
This would open up the idea of some planets being able to build stuff while others, lacking the right building, being unable to build that same stuff. This idea is not new, as 2 examples of this in game are Marine Barracks = Transport ships, and Star Bases (or better) = Warships of Cruiser size and up.
Drat, off to work. More latter.
And after work today, if I can find the time, I'll start another
Breakout Thread = Leaders
And then we can see how things go from there.
Edited by voidstalker_woe, 07 February 2016 - 07:25 PM.