For this particular feature, I figure it would probably be appropriate to use a "master-slave" configuration for the specials. A "hidden" (or "normal") master special can add an "obvious" slave special to a planet. If the master special is removed, the slave special will remove itself. This way, a tech effect can add the same "obvious" slave special, but without being affected by whatever effects are used to change the unowned specials of the same type. This way players can't distinguish between similarly-named-but-differently-functioning specials by changing the stringtable.
eleazar wrote:
Bigjoe5 wrote:
Perhaps the benefit of stealth techs could be to add a particular stealth special to a planet, though this might cause complications when the planet changes hands or is abandoned...?
I don't see how it would cause trouble. Buildings normally change hands when a planet is captured. I don't see why the capturer shouldn't also gain any stealth specials that might be there. Or if everybody dies, why can't the special stay-- since it would be at that point just like any other "natural" stealth special.
This only applies if the empire has to actually add the special with a special project. If the special is added automatically when an empire with the appropriate tech owns the planet (corresponding to the current situation, where planets are automatically given stealth if their owner has a particular tech), then an empire would be leaving these specials on every planet they've owned. It's not necessary for the special to stick around as long if the empire leaves, though, since the slave special can just remove itself if its "master" is the empire instead of the master special.
eleazar wrote:
Big Joe wrote:
...The motivation for incremental upgrades is to imitate the behaviour of an empire. When an empire increases its stealth tech, all of its planets are going to increase in stealth, so it's convincing for planets with these specials to exhibit the same behaviour. I changed the time-based behaviour based on your suggestion - they now upgrade when any empire researches the next stealth tech. If empires use these specials as well though, something about that will have to change.
IMHO this is going too far. There's no good in-game reason that all extra cloudy planets should transition on cue through the specials to ultimately having a dimensional rift. This makes the galaxy silly to give stealth planets the last bit of "cover".
They don't all have to, but IMO, the ones spread by monsters to imitate stealthy empires should, and since there are space monsters involved, we can make up pretty much whatever we want as an explanation. We can have static master specials that don't change (perhaps generated on the first turn by gaia/computronium moon/ancient runes specials), which are distinct from the master specials generated by space monsters, which can have a semi-reasonable explanation for upgrading in sync.
Geoff the Medio wrote:
You also shouldn't need "activation = Source"; if it's not there, things should work the same as if it is.
I was actually wondering about that.
Geoff the Medio wrote:
Could we reduce it to just two types? In particular, volcanic ash seems fairly similar to clouds, and the distinction between "rift" and "void" is unclear. Unless there's a story reason to make them distinct, and a gameplay-evidence-based reason to have 4 rather than 2 levels of stealth-related special, we should start with just 2 of them.
I'd like to keep the number of stealth special levels the same as the number of stealth tech levels, so that one can be assigned to each. I'm open to reducing the number of stealth techs if you feel like having 4 levels of stealth special is too many, but if the problem is with the conceptual distinctions between ash vs. cloud and rift vs. void being too vague, I'd rather address that problem by making making them more distinct.
Geoff the Medio wrote:
Quote:
Also orbital structures could/should quite plausibly be exempted from the stealthy effect of a planetary stealth special.
Effects on orbital parts might be a distinction between clouds and more fancy things like "rifts". But yes, I thought that as well.
Incidentally, does adding stealth to a planet also add stealth to the buildings on the planet?