I agree and heres a way around it. Bare with me, I know what i want to say and its in my head but what comes out might be incomprehensible(sp?)!!:utilae wrote: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 course we could still have things like income and expenses visible to the player...
Well, inflation is only (really) gonna have two effects to the player: one is an increase in the price of doing something (such as speeding up the build time) and in trade with other cultures. So, when it comes to the speed increase, just say that this turn its 2AU to 1PP, but when the player does the same to a similarly sized planet in 10 turns, its 3AU to 1PP. no explaination as to why, it just is. On the trade side, its a two player game (so we can see what happens on both sides) and player1(P1) has money worth double that of P2. P1 offers to buy item X for 500AU in the trade screen, but what P2 sees in the trade screen is an offer of 1000AU for item X. The calculation for the excahnge rate is done automatically and behind the scenes by the computer, the players none the wiser. similarly, if P2 offers 500AU for something, P1 will only see an offer of 250AU. It sounds complicated BUT ONLY from the programming point of view. the player will see none of this. There should be a screen that contains exchange rates though, for the advanced users who can deal with that and want value for their trade creds
Of course there should be saving penalties. Got to pay the Galatic Bank for admin charges and there not cheap But seriuosly, there should be some sort of measure to limit the money saving. Make it very difficult to get a surplus, but allow governments to run in the red for long spaces in time. I'll think on this more and come up with a concrete idea, a mix of those already suggested.As for that idea of saving penalties. I don't like it, saving should be aloud. Just don't alllow instant buying and don't allow increased production as a result of money invested, to be too great. So if you put all of your money into building a super capital ship, then diminishing returns will not be enough. There should also be a minimum number of turns that a ship will be built in. So if you have the money, you can't just invest it all and make a doomstar in 1 turn, maybe 10 turns.
I agree on minimum turns idea, but they shouldn't be TOO HIGH. Doomstar = 8-10turns is a good idea.