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Re: make PP what they are suppose to be Thu, 09 February 2006 06:30 Go to previous messageGo to previous message
Madman is currently offline Madman

 
Officer Cadet 1st Year

Messages: 228
Registered: November 2003
Location: New Zealand
Kotk wrote on Thu, 09 February 2006 23:24

Feature idea that takes game mechanics changes need to be better described so they may be of some use that one day. Nod

As long as we don't get so busy thinking of new features that we forget to work on FreeStars 1.0 Laughing
Quote:


Okay... so lets try to describe the event of kicking a fleet on example:
1) You got mass driver 13 with fleet kick ability on orbit. Do you have new UI things like "Set fleet to kick" buttons or whatever?

Well there's two ways of looking at this - each mass driver can 'kick' one fleet per turn (maybe at some resource cost, perhaps related to the mass of the fleet), or it kicks all fleets for free each turn automatically (the second is easier to implement, as you don't need a new queue entry, but perhaps that would be a smaller kick for game balance). Maybe this only works in years when you aren't launching packets from that driver.

Here's how I'd do it for fuel, engine failure, etc:
You set the speed of the kicked fleet (say to warp 9), but the 'kick' make it go warp 13 instead for instance. The easiest way of doing this is to have the fleet pay the fuel cost of moving 169 ly at warp 9, but does it in one year. Engine failure, cheap engines etc. are done on the initial warp of 9, as that is all the work the engines are doing. The only exception I'd make is for minefields - you'd use warp 13 for that Smile

That approach has the 'unrealistic' thing that ships can't move any further at a particular warp before they run out of fuel - they just get there faster. An alternative approach would be that the fleet moves 169 light ly but pays for only 81 ly (or part of 81 ly pro rata if the total trip is shorter than 169 ly) of fuel. That way, the extra 84 light years is 'free' as far as fuel is concerned and provided by the mass driver.

Quote:

The formula you use there must be probably duned down because 225 ly range for warp10 & MD10 sounds like a game breaker there.
Maybe so:
MD5,6,7 +1warp
MD8,9,10 +2warp
MD11,12,13 +3warp


Maybe tone it down a little, but too much - all the PRTs have really nice stuff, so it _should_ seem quite powerful. You don't want to weaken it so much that it just becodes a curiousity. I think it would take implementation and playtesting to get the balance right (if you release it and either everyone starts playing PP or no-one plays PP that wasn't already, the balance is wrong).

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