Search found 147 matches

by EntropyAvatar
Thu Oct 16, 2003 8:05 pm
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14071

The problem with pp/empire is that it partly defeats the purpose of foci. The player would then scatter pp all over his empire in order to reduce the effects of being captured; the player wouldn't want wealthy industry world if he gets the same pp/empire from a balanced build from all his planets. ...
by EntropyAvatar
Thu Oct 16, 2003 11:55 am
Forum: Design Archive
Topic: Design: Short term v0.2 econ, or...?
Replies: 22
Views: 27101

If we end up having to manually send minerals to each planet every turn I may have to commit ritual suicide. If you thought changing the number of farmers every couple of turns was a pain in Moo2, imagine if you had to direct each unit of food?
by EntropyAvatar
Wed Oct 15, 2003 7:33 pm
Forum: Design Archive
Topic: Design: Short term v0.2 econ, or...?
Replies: 22
Views: 27101

Yeah, sorry for 'snowballing' the economic details thread. In my defence I'll say it had gone off on a tangent before I got there.... A 1:1 ratio seems fine for v0.2. If anyone has other ideas though, I'd love to hear them. I take it that industrial infrastructure is NOT a feature for v0.2? As writt...
by EntropyAvatar
Wed Oct 15, 2003 7:06 pm
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14071

Well, sure they could be targeted from space, but then we would have enemy ships blowing up all of your farms, labs, factories, leaders, etc. For reasons of 'fun' it would be good to make it so that ground combat can take out ground buildings. Space ships that can destroy stuff groundside is pretty...
by EntropyAvatar
Wed Oct 15, 2003 12:10 pm
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14071

Wealthy industrial planets are important targets because each one represents a chunk of your all-important wealth. Shipyards are important targets because you need them to build ships and they aren't easily replaced. As a bonus, big shipyards are almost always located on wealthy industrial planets, ...
by EntropyAvatar
Wed Oct 15, 2003 11:59 am
Forum: Other Game Design
Topic: Infrastructure
Replies: 19
Views: 3190

Population and infrastructure increase exponentially, since both of these build on the current level. (20 pop might increase to 30 next turn, but it can you really imagine 50,000 pop increasing to 50,010 next turn?)Forcing improvements in factory technology to be linear (i.e. One level gives the sa...
by EntropyAvatar
Wed Oct 15, 2003 1:46 am
Forum: Other Game Design
Topic: Empire Border View
Replies: 15
Views: 4146

The borders in RoN are graphically pretty nice, but many of the gameplay effects don't seem appropriate to a space game, especially if event only occur in star systems. If we include borders, they should do more than act as eye-candy. Maybe they determine who has a claim to an unoccupied star-system...
by EntropyAvatar
Wed Oct 15, 2003 1:41 am
Forum: Other Game Design
Topic: Infrastructure
Replies: 19
Views: 3190

Utilae: I think improving output per factory should usually require investment as well as research, otherwise a large empire gets a lot of free upgrades. Also, would higher quantity just mean more factories? What role should population play here?
by EntropyAvatar
Wed Oct 15, 2003 1:32 am
Forum: Other Game Design
Topic: Infrastructure
Replies: 19
Views: 3190

Ablaze, I agree with your first two rules. However, while merging upgrades with different cost:benefit does address 'which one first', I think people still want to see discrete upgrades. I can imagine a certain segment of players running away in horror the first time they see something like 2.377. A...
by EntropyAvatar
Wed Oct 15, 2003 1:15 am
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14071

utilae: on planet bound yards, they are very impractical for several reasons(although sure you could build smaller ships planetside.) Yeah I think that's a good model. Sure we can imagine tech that would allow construction of large ships on planets, but that wouldn't mean they were safe anyway. Put...
by EntropyAvatar
Wed Oct 15, 2003 1:08 am
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14071

Ablaze: If Player A can build his shipyard out of nanobots, Player B can build nano hunter-killer bots to feed off A's shipyard. I think nanotech of that capability kind of breaks the game model though. Powercrazy: We can let very small ships be built on-planet (at an efficiency penalty) without a s...
by EntropyAvatar
Tue Oct 14, 2003 2:02 am
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14071

Shipyards

First thing we might want to decide is what to call them. Are they shipyards, naval bases, military-industrial complexes or what? I'm in favour of wrapping a fair number of capabilities into these, such as shipbuilding, ship repair and reserve storage/deployment. I'll just call them shipyards for no...
by EntropyAvatar
Tue Oct 14, 2003 1:38 am
Forum: Other Game Design
Topic: Infrastructure
Replies: 19
Views: 3190

Infrastructure

Krikkitone's buildings thread has gotten a bit cluttered with ideas in several areas, so I decided to start a couple of new threads that are a little more focused. In this thread, I'd like to focus on basic economic infrastructure. Recap The economy has four areas (industry, research, agriculture an...
by EntropyAvatar
Tue Oct 14, 2003 12:39 am
Forum: Other Game Design
Topic: A big (IMO) question about ship to ship combat
Replies: 128
Views: 19202

discord: As I'm sure your tired of hearing, a 3D engine does not mean the fleets have to manuever in 3D. Personally, I'd still like to see 2D combat done right for once before tackling 3D.

I'm generally in favour of some kind of real-time engine, though I'm not a zealot on the issue.
by EntropyAvatar
Tue Oct 14, 2003 12:30 am
Forum: Other Game Design
Topic: Buildings, a list of ideas
Replies: 54
Views: 7448

To expand on Ablaze's point, I see two types of buildings. One is just your generic infrastructure (4 different areas) that basically gets built automatically according to player guidelines. The second type is a more diverse, interesting type of buildings something like what you (Ace) mentioned. You...