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Home » Stars! Clones, Extensions, Modding » FreeStars » What might be fixed in a "new" clone game?
Re: What might be fixed in a "new" clone game? Wed, 17 December 2008 16:25 Go to previous messageGo to previous message
redvidar

 
Civilian

Messages: 2
Registered: December 2008
one thing i would really like in a open source game is for the 'rule set' to be separate from the game. i.e. when starting a game you select a file containing the rules of the game, the formulas, research trees, everything. that way with one game client you could play vastly different games ranging from a strict stars clone, to something completely different with the same program. i believe that this would help keep the player base from fragmenting and help deal with patching and game version issues. sadly i don't even know if that would be feasible.

one fix i would like is some new options in the building queue. one box that you click to treat all items on the list as auto build, and one 'repeat orders' that places complete items on the bottom of the queue.

i would also like many of the numeric limits lifted. for example being able to set a way point to 100,000,000 kt.

i would also like the ability to turn off technologies in a game, or add technology to everyone's pool. (i.e. no packet physics option, or an every one can research unlimited stargates)

i think it would be neat change to the game to have never ending research. every level after 26 costs 1.5-1.9 times the previous cost.
energy give a 2% beam damage bonus and shield strength bonus
weapons give a 2% per level damage bonus
propulsion gives a 2% engine cost decrease, fuel efficiency increase, and 1% missle damage
construction gives 2% armor increase
electronics gives a 2% improvement in jamming accuracy (and at various levels grants you new commands to automate your empire for example at a certain level you can issue fleets a guard command, specify a radius and they automatically attempt to engage any enemy in their zone. perhaps latter you can specify how it is to split to engage multiple targets.)
bio technology gives a 2% population cap increase. (alternate reality gets an additional 1-2% production increase to offset the uselessness of more population to them)

the ability to transmute one mineral into another would be great even if it was a 2to1 ratio, and your only choice was to turn the most plentiful resource on a planet to the least plentiful.

i would also like it if you could issue more orders to mass drivers, for example target multiple planets specify weather to send a given amount of resources to each planet or attempt to bring them up to a given resource level.

oh about making the chaff offensively viable? you need to ether increase the % of salvageable materials from them(i.e. make it more reasonable to give them real armament.) or add a custom designed hull type, one that say gets a propulsion level*0.1 movement speed increase on the battle map, and perhaps has a cheep or built in weapon that allows it to trigger a warhead on opposing ships. (effectively a missile killing chaff from whom you need beamers to protect your missile ships.)

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