Topic: What's a good way to make Tech unbalanced for a campaign?
Adding traits to a weapon makes it cost more in a perfectly balanced fashion. Improving macro tech levels lets you put more stuff on one ship, but keeps the points at their perfectly balanced level. [size=50](In fact, I think TL effectively hurts you by lowering your hull hitpoints per CR, but that's not the point.)[/size] In the VBAM conversion, the VBAM cost is based directly on the Starmada cost. So adding TL and weapon traits increases your cost there in a perfectly balanced fashion.
But I don't want tech to be perfectly balanced. I want better tech to be better. So a campaign's ships have motivation to improve instead of just change. The first thing that came to mind was making all weapon traits 1.0, but then their original rating is how hard it is to research them. Like a 1.2 mod takes 2 kleptorks, a .7 mod takes 3, and a 3.0 takes 20. Should that be a straight progression, or have a curve? (Starmada loves curves.)
Ship equipment is more complicated since it has many cost vectors. Maybe leave the space alone, but have the sum of the Orat and Drat effects be what determine the cost, and then change them both to no effect. A macro tech level solution just eludes me though. Engines don't have a cost to shift their size modification to, but they do factor in to weapon costs. Oy.
So I hope the general idea of what I'm going for is clear; tech make gooder. Thoughts?