Search found 90 matches

by luckless666
Wed Mar 10, 2004 11:00 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

I dont get this obsession with PP. Its not the only resource in the game. Food, minerals and RP are all equally valuable. This focus on PP as the only meaningful economic output of planets is misguided, and potentially unbalancing. In Moo1, if you gave a planet a grant, you werent necessarily rushi...
by luckless666
Mon Mar 08, 2004 6:35 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

I have been thinking about a 'no money' solution as well, but it leaves some significant gaps. Your proposed method seems designed to solve the problem of 'how can you get a new colony off the ground fastest,' or, more generally, 'how can you direct outside production to a new location.' Personally...
by luckless666
Sun Mar 07, 2004 8:29 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

1) Since speeding up production and upkeep are basically things that require labour, equipment and time, the combination of which PP represents, we base money on PP. 2) Money be something that is generated in a completely different way. For example based on number of population on the planet. How i...
by luckless666
Sun Mar 07, 2004 6:06 am
Forum: General Discussion
Topic: FreeOrion 0.1 Relased!
Replies: 16
Views: 6636

iamrobk wrote:You go girls! Err......guys! :P
:lol: lol
by luckless666
Sun Mar 07, 2004 6:03 am
Forum: General Discussion
Topic: FreeOrion 0.1 Issues thread
Replies: 78
Views: 10734

leiavoia wrote:...- other empires are a total pushover. i win like every time :-)
Don't think AI was a big thing for v.1 :lol:
by luckless666
Sun Mar 07, 2004 5:59 am
Forum: Archive
Topic: FreeOrion 0.1 Released!
Replies: 10
Views: 15761

wow. 6am in the morning (for me)! what a pleasant surprise after a bad nights rest :P
by luckless666
Sat Mar 06, 2004 3:00 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

* used for purchasing ships from empires selling them (ie, no instant army unless the ships are available for sale from another empire) * speeding (but not completing) production * paying maintenance on ships * giving a fixed per turn tribute to another nation * giving a fixed per turn payment in e...
by luckless666
Sat Mar 06, 2004 2:38 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

I think if we could hide all of the inflation and other complex stuff from the player, it would be cool. I don't want to deal with inflation or even want to know what it does (as a player). Maybe knowing that your actions will result in the enemies economy rating decreasing, that will be enough. Of...
by luckless666
Fri Mar 05, 2004 10:18 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

I can see where your coming from and can now understand how complex it could become. I, for one, enjoy controlling the economy and would love to see inflation play a role in a game like this. However, I am also aware that most other people do not enjoy this, and can accept that FO will need focuses ...
by luckless666
Fri Mar 05, 2004 8:36 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

I think if we could hide all of the inflation and other complex stuff from the player, it would be cool. I don't want to deal with inflation or even want to know what it does (as a player). Maybe knowing that your actions will result in the enemies economy rating decreasing, that will be enough. Of...
by luckless666
Fri Mar 05, 2004 7:32 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

If abuse of money stockpiling is the primary concern most people have, how about using the laws of diminishing returns when speeding production. In other words if X equals the cost of the project: X money gets you 100% production speed increase (1/2 the time) 2X money gets you 150% production speed...
by luckless666
Fri Mar 05, 2004 12:37 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

I won't deny that it is an useful abstraction; however, what I'd hate to see is abuse of it. It doesn't matter how you call it, but how it behaves. Now if you allow infinite stockpiling of money at no penalty, that means you allow infinite stockpile of anything you can turn money into, be it PP, fo...
by luckless666
Thu Mar 04, 2004 4:58 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 68979

Money provides a medium in which to trade things, for starters. If you want a tech, but dont have any useful enough tech to trade with the other race, but have plenty of money, you can buy it. Also, you could buy ships off other empires if you needed a quick boost to your fleet (war going badly and ...
by luckless666
Wed Mar 03, 2004 1:10 pm
Forum: Other Game Design
Topic: Discontent
Replies: 13
Views: 1938

So youre saying hardcoded factors to determine morale and discontent - perhaps peaceful races would become unsettled with war and vise versa - you could also have a race trait of emotionless that they never rebel etc. This could perhaps reduce their research, intel and resource gathering potential ...
by luckless666
Wed Mar 03, 2004 12:33 pm
Forum: Other Game Design
Topic: Rebellions!
Replies: 35
Views: 5843

So unhappy planets are more likley to rebel - what about an intel project to stir rebellions in enemy empire planets. Tax levels should though have an aspect - it could also in addition be a random event - very rare but could happen. Intel projects to incite rebellions take time, and the 'target' p...