Search found 107 matches

by RonaldX
Sun Feb 21, 2010 6:13 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1646

Re: Player Fleet / System Battle Authorization

I get the clarification, but the whole system has the effective possibility of a single player being drawn into and out of the same combat repeatedly over a turn. To my mind, this is just an annoyance. If a player is told "Unknown Enemy Forces are engaging you in system X" and allowed to decide whet...
by RonaldX
Sat Feb 20, 2010 10:03 pm
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1646

Re: Player Fleet / System Battle Authorization

My concern with this is tied into stealth and it's uses. Being that stealth is a 0-100 scale, would it then be possible to make a fleet with a bunch of different ship designs with different stealth values, and "surprise" an enemy 100 times in a single combat? If an enemy has one ship left with a ste...
by RonaldX
Fri Feb 19, 2010 1:40 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

Ethoi =/= Bonuses A diplomatic species may have excellent pilots/troops and terrible diplomacy That doesn't sound counter-intuitive to you? I understand the logic, I just absolutely disagree with it because it makes no sense in the context of a 4x game. Why pick a diplomatic race that's bad at dipl...
by RonaldX
Thu Feb 18, 2010 8:02 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

It should never be advantageous for a player to have to repopulate his entire empire. The penalties for doing so should VASTLY outweigh any advantage you get for doing so. The entire concept of a 99% population shift in an empire to juggle a few bonuses or allow you to attack an enemy instead of jus...
by RonaldX
Thu Feb 18, 2010 4:34 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

Now let's suppose we use ethos instead. Not a tacked-on government click-switch, but a cohesive and interesting system which is strongly and effectively integrated into the game itself. What does the player need to do to completely switch from one strategy to another? He needs to - acquire a specie...
by RonaldX
Wed Feb 17, 2010 4:25 pm
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1646

Re: Player Fleet / System Battle Authorization

I want to make sure I understand this.. Every time you give a fleet an order to do ANYTHING, hold position, bombard, move through a system, etc. etc. it ALWAYS happens on the tactical map, you just don't necessarily have to control it. (Though, you do have to watch it/place units?) If I'm ordering a...
by RonaldX
Tue Feb 16, 2010 4:46 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

Does have some logic to it yes, but I'd rather not go that overly simplistic route unless there's really no other option. Plus, I don't like the ability to switch between government types on-the-fly, and I don't want it in the game. Easily remedied by using a civ-3 style period of revolution and an...
by RonaldX
Mon Feb 15, 2010 5:58 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1646

Re: Player Fleet / System Battle Authorization

It's a very interesting concept, but I don't see that it's any different than any other combat. 1. If the blue player doesn't detect the red player, then they aren't given the option to engage. So if Red doesn't want to fight, he doesn't have to. 2. If Red wants to fight, Blue is going to have to de...
by RonaldX
Mon Feb 15, 2010 5:39 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

@ Bigjoe I've read through your post and you've brought up some good points. You are right that I contradicted myself in previous posts, but I've been thinking through the issue and have changed my mind a few times and incorporated other ideas, not all of which I bothered to articulate here.. In any...
by RonaldX
Sat Feb 13, 2010 11:38 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

If a current-target system is used for alignment, then the player will have to act perfectly bloodthirsty for an extended period of time to get to max bloodthirstiness, which adds an unnecessary limitation to the player's strategic flexibility for the sake of creating a strategic tradeoff that's al...
by RonaldX
Sat Feb 13, 2010 4:35 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

Your post All well and good, but I still don't like growth rates (undefined period of time = instability), and you still don't like sum-of-parts (I still don't know why, really). Both systems work in different ways towards different ends. We disagree on what the final result should be, and either o...
by RonaldX
Sat Feb 13, 2010 3:32 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

@ Eleazar I'm with you on the non-opposite alignment deal now. Persistant effects would just push up the relevant alignment scale, while one-time effects would bump it up temporarily and then it would decay at some rate.. In essence, you have to act persistantly warlike to be considered warlike. The...
by RonaldX
Sat Feb 13, 2010 12:49 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

All your most recent post. The reason I havn't been defending the sum-of-parts method is because nobody is attacking it.. It's logical and easy to follow on it's own. Your objection to it is that it doesn't gradually reinforce your strategy as the game progresses.. More on this below. I get your th...
by RonaldX
Fri Feb 12, 2010 6:37 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

Let me give you a better and more direct example of why growth rates are funky: No equal and opposite reactions. Let's say you have a planet with a stable happiness level of 50. It gets blockaded and the happiness drops while it is blockaded. If the blockade is removed in a growth rate system, the n...
by RonaldX
Fri Feb 12, 2010 6:25 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 63582

Re: Simulating Citizens

My point is that balancing this aspect of the game will be no more difficult or complex than balancing any other aspect of the game. Of course it will require a bit of tweaking, but so will everything. Feel free to explain in detail though, why the dependency between alignment and propaganda and di...