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PostPosted: Tue Sep 16, 2003 3:55 am 
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Actually, how much of a bost depends on how rare and how important you want them.

For a 1.5 ratio of output, a less than 1.5 ratio is necessary for abundance drops if they are to be important late game.

so
UR-13%
R-16%
A-20%
P-24%
UP-27%

I'd actually propose a steeper gradient ~200% increase, with overall average % abundances... and outpurs

5-UltraRich-32
10-VeryRich-16
20-Rich-8
40-Average-4
25-Poor-2

This way, UR worlds would be worth fighting over, even if you had to annihilate the population to do it


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PostPosted: Thu Sep 25, 2003 6:53 pm 
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Space Kraken

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I like K1's distribution. Ultra-rich planets should really matter.


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PostPosted: Fri Sep 26, 2003 12:50 pm 
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concurred.

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PostPosted: Sun Oct 12, 2003 9:54 pm 
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Pupating Mass

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The real question is:
What adds to the game?

Poor, Average, and Rich being the normal planet types with Ultra Poor and Ultra Rich being from specials and events I think works best.

Also, if galaxy structure is being used such as in MOO3, systems closer to the core of a galaxy have richer resources and are poorer organic wise. (More Barren and Radiated planets, etc. towards the core)

This adds in a large scale strategic game as the core regions are smaller and resource rich, allowing for player versus player action over the valuable areas and perhaps multiple theaters of war. (Attacking the outer rim homeworlds and the inner rim production systems)

Overall, everything mentioned here as a minimum amount of number crunching, and a maximum amount of gameplay options, I'm hoping that's the type of game being designed here.


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PostPosted: Mon Oct 13, 2003 11:19 pm 
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Ace wrote:
Poor, Average, and Rich being the normal planet types with Ultra Poor and Ultra Rich being from specials and events I think works best.

So then what would an ultra rich planet be classified as? NULL?

"This is a biologically diverse planet with a NULL mineral abundance and an Ultra Rich special”?

I must be missing your point. I don’t see how separating some planet classifications into specials adds anything to gameplay.

Ace wrote:
Overall, everything mentioned here as a minimum amount of number crunching, and a maximum amount of gameplay options, I'm hoping that's the type of game being designed here.

I’m sorry to have to inform you that the focus around here is not on minimizing number crunching and maximizing gameplay. It’s about streamlining the interface and maximizing gameplay. I almost never hear anyone mention how processor intensive a particular idea will be.

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PostPosted: Tue Oct 14, 2003 12:04 am 
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Space Kraken

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Welcome, Ace.

Ace wrote:
Poor, Average, and Rich being the normal planet types with Ultra Poor and Ultra Rich being from specials and events I think works best.


I think events that affect richness are pretty likely. Perhaps you could expand on why the really rich planets should be specials.

Quote:
Also, if galaxy structure is being used such as in MOO3, systems closer to the core of a galaxy have richer resources and are poorer organic wise. (More Barren and Radiated planets, etc. towards the core)
the outer rim homeworlds and the inner rim production systems)


Some type of large-scale geography along these lines would be interesting. One would have to be careful that one race or another isn't screwed by the starting position.

Quote:
Overall, everything mentioned here as a minimum amount of number crunching, and a maximum amount of gameplay options,


I prefer to thing of it as letting the player make the interesting decisions. It's not so much number-crunching that I dislike; figuring out the best weapon load-out for a certain situation can be number-intensive and fun. What really sucks is a lot of clicking that involves no decisions at all. I want a high decision:click ratio.


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PostPosted: Tue Oct 14, 2003 12:44 am 
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Space Dragon

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I DEFINATELY like the idea of different parts of the galaxy having different general statistics.


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PostPosted: Fri Oct 17, 2003 6:55 am 
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That would be really cool. It would be like civ's random map generation. The problem is that we already got galaxy generation passed and implemented already. O well. Hope somebody can mod it.

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PostPosted: Fri Oct 17, 2003 1:29 pm 
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It shouldn't be too much of a big deal to change the formula that determines the probability of mineral-rich planets relative to distance to the galactic core. It's not in the official reqs because that's the sort of thing that should be modded in, but I think it probably could be.

-Aq

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PostPosted: Mon Dec 01, 2003 7:48 am 
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I know the thread has moved on a bit but this comment by drek interested me.
Quote:
I was thinking tooltips, nice big fat ones like in Rise of Nations. Mouse over stuff like planet sizes, specials (or whatever) and a large block of text immediatly pops up to explain the effects of what you're looking at.


The graphic program Zbrush does just that but in a rather clever way.
Hover your mouse over an item and a small tooltip quickly appears. Press Ctrl while doing this and a large amount of info becomes visible.
Its a very natural system, masses of info, but never annoying or obtrussive.
Hope this is helpful.


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 Post subject: tooltips
PostPosted: Tue Dec 02, 2003 3:42 am 
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now THAT would be nice. Of course, you'd have to get some poeple organized to write all the tooltips triggers and tooltip text. Something Moo3 sorely lacked.

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