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icon5.gif  Why unlimited counter-design is bad? Wed, 18 June 2014 08:46 Go to next message
theval is currently offline theval

 
Petty Officer 3rd Class

Messages: 43
Registered: May 2014
I'm reading Wikipedia:

Quote:
A significant complication to player's lives is caused by a limit of only 16 different ship designs per player. This means that older ships must be scrapped before new designs can be implemented, once the limit is reached. This limit acts to prevent unlimited counter-designing.


I don't understand why it is a problem. I think it rather comes from 16-bit nature of stars!. There are several reasons why it would work without a limit:
* resources still have to be invested in building ships with new designs
* new design ships must be transferred to the point where they can take effect, i.e. war zone, remote mining worlds, etc
* new technology naturally obsoletes current (i.e. engines burn less fuel, weapons hit better)

Personally I find irritating this painful process of choosing which design has to go. I'd rather have them go naturally, by having a proper reliability bathtub, where ships start to have problems after certain number of years from the construction year.

What's your take on it?

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Re: Why unlimited counter-design is bad? Wed, 18 June 2014 09:15 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
I can't imagine Stars without a design limit. Design management adds a significant layer to the grand campaign strategy.

I hate to go literary (on internet posts about 4x strategy games), but I can do no better than to reiterate William Wordsworth:


Nuns fret not at their convent's narrow room;
And hermits are contented with their cells;
And students with their pensive citadels;
Maids at the wheel, the weaver at his loom,
Sit blithe and happy; bees that soar for bloom,
High as the highest Peak of Furness-fells,
Will murmur by the hour in foxglove bells:
In truth the prison, into which we doom
Ourselves, no prison is: and hence for me,
In sundry moods, 'twas pastime to be bound
Within the Sonnet's scanty plot of ground;
Pleased if some Souls (for such there needs must be)
Who have felt the weight of too much liberty,
Should find brief solace there, as I have found.


A poem two centuries old, relevant in a discussion about a game two decades old. Yay, culture.



What we need's a few good taters.

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Re: Why unlimited counter-design is bad? Wed, 18 June 2014 09:52 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Bathtub reliability and "repair" doing 10% of a BB or scout are both a little odd...

What I'd really like to do is build some ships, then add extra features later (i.e. upgrade or replace components in a slot)
That would allow me to upgrade the engines of transferred ships - and then upgrade shields etc as well...

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Re: Why unlimited counter-design is bad? Wed, 18 June 2014 10:11 Go to previous messageGo to next message
mrvan is currently offline mrvan

 
Officer Cadet 1st Year

Messages: 220
Registered: May 2014
Quote:

What I'd really like to do is build some ships, then add extra features later (i.e. upgrade or replace components in a slot)
That would allow me to upgrade the engines of transferred ships - and then upgrade shields etc as well...


You can, it is called "ultimate recycling" Wink

I agree that in real life there is room for ~infinite designs and especially variations. Each fighter jet comes in different configurations and they get upgrades all the time to incorporate new technologies. However, many different base designs also bring costs in terms of logisitcal and training complexity; and for older models the cost of maintaining can become so high that building new hardware is more cost efficient.

In a game, however, it would be very complicated to add ship decay, maintenance, upgrading, etc, especially since Stars! is already quite complex. The modern computer can certainly handle it, but we as players didn't evolve so much and adding extra complexity without offering more real strategic choices is not good.

What I think we all admire in stars! is how a relatively simple game with many choices born out of computing necessity as much as of game design (such as the 16 ship limit) creates such a well balanced game with so many interesting choices and options. In real life, a private soldier that crosses the battle line doesn't automatically turn into a general, either. ..

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Re: Why unlimited counter-design is bad? Wed, 18 June 2014 10:18 Go to previous messageGo to next message
theval is currently offline theval

 
Petty Officer 3rd Class

Messages: 43
Registered: May 2014
XAPBob wrote on Wed, 18 June 2014 15:52
Bathtub reliability and "repair" doing 10% of a BB or scout are both a little odd...


What "doing 10%" stands for?

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Re: Why unlimited counter-design is bad? Wed, 18 June 2014 10:32 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

He's referring to the 10% Healing boost by SFX ships.


I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Why unlimited counter-design is bad? Wed, 18 June 2014 12:25 Go to previous messageGo to next message
platon79 is currently offline platon79

 
Chief Warrant Officer 3

Messages: 185
Registered: February 2004
Location: Norway
In stars supernova genesis they planned to have 16 designs + 16 "upgrade to" designs with an upgrade order for ships to enable them to be upgraded to the new design at a starbase, effectively allowing up to 32 different designs at the same time. But note that they wanted to keep the 16 limit sort of Smile Nice idea to implement for a remake as in the stars3 thread btw.

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Re: Why unlimited counter-design is bad? Wed, 18 June 2014 16:10 Go to previous message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
skoormit wrote on Wed, 18 June 2014 15:15
I can't imagine Stars without a design limit. Design management adds a significant layer to the grand campaign strategy.


I absolutely agree.

Apart from that a well developed Stars game comes with all problems of a 4x game already: with every turn more orders, more ships, more planets etc. The 16-ship-limit together with the ship-filter-display-options keeps me sane and the workload somehow managable.

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