is there a way to disable a tech if you research another? |
Well, there
is the way Ethics is handled... I suppose there could be a 'Unique Hulls Theory' technology somewhere that triggers a selection not unlike the Ethics, and that selection would determine what techs become available.
EDIT: Oh, and Metal would probably just be the standard look- however, something it could do is improve Hit Points, so there's a benefit to choosing Metal over Organic (previously-suggested improved repair) and Psychic (previously-suggested improved defence).
EDIT2: Oh, and...
Decent idea... just not for the game. Doesn't really fit. Try writing a mod instead. |
... how does it not really fit? The Precursor ships are obviously Organic (Unfortunate that the game does not reflect this when a Precursor ship is salvaged; though maybe they're supposed to be from a time before they develop the organic armor. I can live with that), and the usual craft are just Metal. The Psychic is perhaps the only one that doesn't necessarily fit, but it probably wouldn't be that hard.
EDIT3: ... Even further theorizing on this:
Nano-constructed grown metal. Anyone played Starsiege? The Cybrids, since the Earthsieges, had developed a method of nano-assembly that allowed them to 'grow' their vehicles, ships, pilotforms, structures... everything about them could now 'grow' much like the 'organics' they contemn and sought to replace.
EDIT4:The following
is metal. Do not let the organic 'feel' fool you.