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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? Thu, 27 November 2008 02:30 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
Coyote wrote on Wed, 26 November 2008 01:30

Being able to set different orders for each hull type in a fleet would be nice too. As well as being able to target specific enemy ship designs, if you so choose.

Also, I'd like to see more useful tactic choices than what we have now - the only ones really worth using are Max Damage Ratio and Disengage. I suppose Max Damage is useful if you have a reason to close to point-blank though.

I agree on both points, but you are forgetting a somtimes very useful battle orders type: Kill Starbase. If the enemy is AR and you attack by surprise, then that is an important option.

While creating specific orders is a good idea, there should also be a number of default orders to allow for quick selection instead of having to spend 10-20 minutes per battlefleet to give combat orders.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: What might be fixed in a "new" clone game? Tue, 02 December 2008 00:45 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Suggested changes...

CA PRT removed.
UR LRT removed.
BET LRT removed.

Hyper-Expansion PRT:
+50 point cost
Growth rate is doubled, but your planetary population is halved.
Can build the Micro Freighter (mini-colonizer) hull and Settler's Delight engine.
Terraforming is free but temporary (as CA).
Limited to 100/250 gate and mass driver 7.
Starts with tech level 1 in all fields.
No Meta-Morph hull or Flux Capacitor.

Bio-Engineer PRT:
Smart bombs deal double damage.
Immune to smart bombs, AR colly-pod bomb, and deterraforming attacks.
Standard and LBU bombs cost 25% more.
Built-in Ultimate Recycling.
Can build the Meta Morph hull (req. Con 5 Bio 9)
Can build the Mini Morph hull (req. Con 5 Bio 5)
Can build Nanocomposite Armor (req. Bio 13 - a third "blue" armor)
Only PRT that can build the DNA and RNA scanners. RNA scanner has a penetrating radius and is disabled by NAS.
Can possibly build some other Biotech based toy(s) TBD.
Starts with Bio 5.

Total Terraforming LRT:
+1 Biotech level
Makes Retro Bomb available
+30% terraforming/permaforming chance for PP packets

Cheap Engines LRT:
Makes Antimatter Generator available

Alternate Reality PRT:
Starts with Con 4 and Energy 3.
Inherent mining ability twice as efficient.
Starbases have inherent jamming ability equal to 20+ 2*Electronics level percent.
Starbase jamming caps at 90%.
Can build the Flux Capacitor.

Advanced Remote Mining LRT:
All mining robots are 25% cheaper to build.

Only Basic Remote Mining LRT:
Does not give maximum population size bonus.
Minimum homeworld mineral concentration is 50 (applies to homeworlds you control).

The Swarm LRT (replaces BET):
Costs 10 RW points.
+10% maximum population size.
+Bleeding Edge Tech miniaturization effects.
+20% to all research costs.

Jack of All Trades PRT:
If NAS is selected, built-in ship scanners are non-penetrating.


Other stuff:

Orbital Adjuster becomes a MT toy available at relatively high tech.

Remove Colonizer hull and use Small Freighter instead. Remove SF's shield/armor slot, change scanner/elect/mech slot to Mech only, increase fuel capacity to 250. Reduce Germanium cost to 5.

Reduce Medium Freighter's Germanium cost to 10.

Privateer carries only 25kt cargo and costs 13kt Ironium. (Don't make a utility ship do a freighter's job.)

The only necessary remote mining hulls are Midget-Miner, Mini Miner, and Miner. Mining robots can all fit in one slot.

150/600 gate changes to 200/350 gate at Prop 10 Con 8, slightly more useful. 300/500 gate requires Prop 13 Con 12.


[Updated on: Wed, 03 December 2008 21:19]

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Re: What might be fixed in a "new" clone game? Tue, 02 December 2008 01:11 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Also, I suggest changing the range-zero weapons into something more useful. My pet idea is a weapon that bypasses shields and damages armor directly.

Attributes:
Ignores shields
Accuracy affected by battle computers and jammers
One hit, one kill
Sweeps mines at 20% beam efficiency

Weaps 7: Coilgun

I: 10
B: 1
G: 10
R: 7
Mass: 15kt
Range: 3
Power: 18
Accuracy: 50
Initiative: 0

Weaps 13: Railgun

I: 15
B: 1
G: 15
R: 11
Mass: 17kt
Range: 4
Power: 38
Accuracy: 50
Initiative: 0


Weaps 19 (WM only): Electromagnetic Rifle

I: 20
B: 1
G: 20
R: 15
Mass: 19kt
Range: 4
Power: 78
Accuracy: 50
Initiative: 0


Projected influence on gameplay:

Increases value and effectiveness of armor plating
Makes Regenerating Shields a tougher choice
Jammers somewhat more useful

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Re: What might be fixed in a "new" clone game? Wed, 03 December 2008 20:35 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Okay. I had an idea today at work that should help balance out AR quite a bit.
Inherent starbase jamming.
Consider using the formula (20+2*Elect level)% for inherent starbase jamming... that, with or without additional jammers, should make AR bases a lot more resistant to capital ship missiles.
To add fuel to the fire, AR bases could have their jamming top out at 85-90% instead of the usual 75%.


[Updated on: Wed, 03 December 2008 21:19]

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Re: What might be fixed in a "new" clone game? Wed, 17 December 2008 16:25 Go to previous messageGo to next 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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Re: What might be fixed in a "new" clone game? Fri, 19 December 2008 01:54 Go to previous messageGo to next message
MRing is currently offline MRing

 
Crewman 3rd Class

Messages: 5
Registered: December 2007
Location: Orlando
Thousand Parsec appears to endeavor to do what your talking about as far as rule sets go.

http://www.thousandparsec.net/tp/

Edit: I downloaded and tried it, it's not what I'd call fully functional. They appear to have gone in several directions, none of them towards Stars though.


[Updated on: Fri, 19 December 2008 04:05]

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Re: What might be fixed in a "new" clone game? Fri, 19 December 2008 13:43 Go to previous message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
redvidar wrote on Wed, 17 December 2008 22:25

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.

It would be *very* interesting, and should be quite feasible, at least on the technical side. Deal

Quote:

one 'repeat orders' that places complete items on the bottom of the queue.

You lost me here. What's the purpose of that?


Quote:

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.

An interesting turn on Mineral Alchemy. Cool


Quote:

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.

Resources? Don't you mean minerals? Confused


Quote:

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.)

A fearsome chaff indeed. I don't know what it would make of the overall battle strategy. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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