Ideas for this great game
Posted: Mon May 12, 2014 8:54 am
Hi All,
I love this game, currently playing the latest test version 7114.
My thoughts:
Combat:
Very unhappy with the combat system, there doesn't appear to be any consistency. i say simply copy the Ogame style of combat, giving each ship a shot per round. I like the idea of fodder in Ogame which is another way of encouraging different ship builds.
Trade:
Instead of simply having resource points, why not copy another feature from Ogame and have 3 types of resource, by building mines.
Along with allowing gamers to change the focus of each planet, it would enable and facilitate more trade options. Different planet types could have different levels of mining ability, thereby making conquering different planet types more relevant. Additionally, trade bonuses with would offer an alternative to simply conquering them. If trading with a native gave you better rates than simply taking their planet, plus giving a diplomacy bonus to be used when that becomes a feature later in development.
Fuel (and core slot):
Different species could have different engines for their ships, using 2 of the three above noted resources as fuel, with benefits to each. For example, a water world, producing deuterium, would offer cheap fuel, but with slower speed than a crystal powered engine from an inferno world. Then a player could research the other engine type if they wanted. Larger ships, with 2 or more cores, could then double or triple speed and range by incorporating more than one core.
Weapon development:
Encourage development of like weapons, for example mass driver 2, by offering increased power with lower resource cost. Also, why not have some weapons more effective against different shield types? A mass driver may actually be more effective against a shield than an easily deflected plasma pulse, although the plasma would cause much more damage to unshielded or poorly shielded vessels.
Native growth:
Natives that can produce ships and colonise should be doing that more, perhaps they even become more powerful than combatants. When trading becomes a feature this would have even more relevance.
Anyway, I think this project is fantastic and all the contributors deserve all the praise they get.
I love this game, currently playing the latest test version 7114.
My thoughts:
Combat:
Very unhappy with the combat system, there doesn't appear to be any consistency. i say simply copy the Ogame style of combat, giving each ship a shot per round. I like the idea of fodder in Ogame which is another way of encouraging different ship builds.
Trade:
Instead of simply having resource points, why not copy another feature from Ogame and have 3 types of resource, by building mines.
Along with allowing gamers to change the focus of each planet, it would enable and facilitate more trade options. Different planet types could have different levels of mining ability, thereby making conquering different planet types more relevant. Additionally, trade bonuses with would offer an alternative to simply conquering them. If trading with a native gave you better rates than simply taking their planet, plus giving a diplomacy bonus to be used when that becomes a feature later in development.
Fuel (and core slot):
Different species could have different engines for their ships, using 2 of the three above noted resources as fuel, with benefits to each. For example, a water world, producing deuterium, would offer cheap fuel, but with slower speed than a crystal powered engine from an inferno world. Then a player could research the other engine type if they wanted. Larger ships, with 2 or more cores, could then double or triple speed and range by incorporating more than one core.
Weapon development:
Encourage development of like weapons, for example mass driver 2, by offering increased power with lower resource cost. Also, why not have some weapons more effective against different shield types? A mass driver may actually be more effective against a shield than an easily deflected plasma pulse, although the plasma would cause much more damage to unshielded or poorly shielded vessels.
Native growth:
Natives that can produce ships and colonise should be doing that more, perhaps they even become more powerful than combatants. When trading becomes a feature this would have even more relevance.
Anyway, I think this project is fantastic and all the contributors deserve all the praise they get.