DESIGN: Buildings / Build Queues / Infrastructure
Posted: Wed Apr 14, 2004 6:09 pm
Thought I'd make this thread before drek accomplishes everything this thread would otherwise be supposed to on the brainstorming board.
Some good discussion has already occurred here:
viewtopic.php?t=634
What I'd like is for people to summarize their position, their arguments, their ideas, and then we can debate it (as usual). Of course, feel free to make any new suggestions, or argue for whatever you want. This is one of the most important things we have to decide for v0.3, so I want to be as thorough as possible.
The issue is: MOO games have traditionally had buildings. MOO2 and MOO3 had a lot of them. Some have suggested that we take a more EU2-style approach, with only a handful of significant structures; in the DD, we settled on the 'focus' approach with the idea in mind that some structures would require certain foci, so in the first part of the game, you could get away with most of what you need on a balanced world, but by late-game, your Empire would get pretty specialized.
I'm not sure we need to decide about shipyards just yet. However we handle buildings will definitely have an effect on shipyards (since they've traditionally been buildings) but how much of an effect is still up in the air. Let's try to avoid the shipyard discussion for now, just because it will definitely spiral into a 'reserves / mobilization center' discussion, which we definitely don't want just yet.
Many thanks to tzlaine, drek, emrys, and everyone else who have already pushed this discussion forward.
Some good discussion has already occurred here:
viewtopic.php?t=634
What I'd like is for people to summarize their position, their arguments, their ideas, and then we can debate it (as usual). Of course, feel free to make any new suggestions, or argue for whatever you want. This is one of the most important things we have to decide for v0.3, so I want to be as thorough as possible.
The issue is: MOO games have traditionally had buildings. MOO2 and MOO3 had a lot of them. Some have suggested that we take a more EU2-style approach, with only a handful of significant structures; in the DD, we settled on the 'focus' approach with the idea in mind that some structures would require certain foci, so in the first part of the game, you could get away with most of what you need on a balanced world, but by late-game, your Empire would get pretty specialized.
I'm not sure we need to decide about shipyards just yet. However we handle buildings will definitely have an effect on shipyards (since they've traditionally been buildings) but how much of an effect is still up in the air. Let's try to avoid the shipyard discussion for now, just because it will definitely spiral into a 'reserves / mobilization center' discussion, which we definitely don't want just yet.
Many thanks to tzlaine, drek, emrys, and everyone else who have already pushed this discussion forward.