Search found 37 matches

by jmercer
Wed Feb 28, 2007 10:08 pm
Forum: Other Game Design
Topic: Request for Comments: Multiple Research Steps Per Turn?
Replies: 27
Views: 5971

Perhaps you should read the design document or play the game?
good suggestion :)
by jmercer
Wed Feb 28, 2007 8:17 pm
Forum: Other Game Design
Topic: Request for Comments: Multiple Research Steps Per Turn?
Replies: 27
Views: 5971

This may muddle things but what if you need to convert standard RP to weapon_RP before they can be "spent" on weapons research. The conversion rate can be dynamic so that there is an initial "build up" time. You can start focusing on weapons research 100% from a cold start but the conversion wouldn'...
by jmercer
Wed Feb 28, 2007 4:25 pm
Forum: Other Game Design
Topic: Request for Comments: Multiple Research Steps Per Turn?
Replies: 27
Views: 5971

It would be nice if queueing a tech automatically queued all dependencies before it. You may have to differentiate between explicitly queued techs and techs queued to satisfy deps. This would be for the case where a dep is X or Y. The line to get X might not be known when you've explicitly queued a ...
by jmercer
Sat Feb 10, 2007 3:32 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

I guess I should have been more explicit. My "almost always" was primarily aimed at long distance starlanes with very short travel times. These would be rare and coveted. Make them a different colour to differentiate them from standard lanes but other than travel time, they function exactly like sta...
by jmercer
Fri Feb 09, 2007 9:07 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

Thanks eleazar, this sheds some light on the issue for me. Though, it doesn't actually define the nature of starlanes, it seems to lean toward real lanes in real space rather than worm holes. If Delaunay Triangulation is used as Geoff mentioned, it should reduce the arbitrary nature of connected sys...
by jmercer
Thu Feb 08, 2007 6:28 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

I apologize, I meant that a starlane with changing quality or availability over time might not add to gameplay. In this case a starlane would have some effective "distance" of 10 on one turn then 12, then 15, 17, 20, 17, 15, 12, 10 and so on. Kind of like it gets stronger and weaker in some cycle. I...
by jmercer
Wed Feb 07, 2007 8:08 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

I was intending that to be my last post on the subject if it didn't sway any views. I don't want to beat an unpopular idea to death, which unfortunately, can sometimes be my style. Apologies to anyone who was upset. marhawkman, you do have a point that there would be balancing issues. There will be ...
by jmercer
Tue Feb 06, 2007 12:08 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

Alright, this will be my final post on the subject. I was using the word impedance as a catch-all term to describe the quality of the starlane. If starlanes exist in realspace the travel time would be a function of some base distance modified by the quality of the "road." The game currently supports...
by jmercer
Mon Feb 05, 2007 5:23 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

I'm not sold that impedance would offer no gameplay value. If it were modifiable in-game, you could use it in a similar manner as building walls. You could increase the impedance of all starlanes connecting your empire with the rest of the galaxy. Now you don't need as large a fleet to guard your te...
by jmercer
Mon Feb 05, 2007 3:12 am
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

Star lane length could be a function of the real-space distance, but it doesn't have to be. It all depends on the algorithm used to create the galaxy. For the AI, it would only understand the total "length" and the connection with the visual view of the galaxy doesn't really matter. What if you allo...
by jmercer
Sun Feb 04, 2007 11:24 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10922

I don't mind the introduction of impedance to a starlane, as long as it's clearly presented. Currently, it seems that starlanes are straight lines between systems. Why not give them more substance, make them look like pipes, or pipe wireframes. This would allow them to look fat or thin, indicating t...
by jmercer
Wed Nov 08, 2006 9:39 pm
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 28986

ok, fair enough.
by jmercer
Wed Nov 08, 2006 6:46 pm
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 28986

You could also make the argument that the game stops becoming fun after your glorious fleet gets destroyed, but I think it would be frowned upon to leave the game after that point. The receiver prevents the auto victory of a time travelling race. Without a receiver, they send a scout to the homeworl...
by jmercer
Wed Nov 08, 2006 4:35 pm
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 28986

an addition to my previous post. With the receiver and sending gates, I think 1 extra building/tech needs to be added. An emitter that changes the state of the universe. We can say that time travel is not physically possible in the universe, sending and receiving gates can still be built but they do...
by jmercer
Wed Nov 08, 2006 3:34 pm
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 28986

Perhaps when a race is about to travel back in time, an announcement is made each turn. "X going back in time in Y turns." This allows each player to start building a gate if they have the tech and amassing/attaching a fleet to that gate. Techo-bable rational: I dunno, some galaxy wide periodic even...