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Re: Rebuilding Race Traits Wed, 31 January 2007 00:21 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
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Messages: 906
Registered: November 2002
Location: Pacific NW

Iconian wrote on Tue, 30 January 2007 09:17


Basically, you can use the cost of the research as a huge factor, one that will effectively restrain a race from certain paths, which will still allow a lot of race design options and such, without overwhelming with liberty or artificially restraining the player.



We can always add a greater selection than 50%/normal/175% to research costs --- perhaps a system of sliders with 7 available levels? Say, 25% cost, 50% cost, 75% cost, 100% cost, 150% cost, 250% cost, 400% cost.

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But it's not important at the moment. What is important I think is to get an working game up.

But yes, I think the important thing is that we get a running clone, ASAP. Once the first is done we can add more features . . .


Yep, getting a bare-bones useable game is most important, everything else can be added in later.

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Regarding heroes, I think it could definitely work. Before worrying about heroes though I'd like to see every ship (or ship captain or crew) given a specific experience rating.



While that would be fun in a game like Homeworld, it sounds like an absolutely awful idea for Stars! - trying to gain and keep track of experience for each individual ship would be a lot of additional micromanagement, and how exactly would you handle ship stacking with ships of the same design but different experience?

Stars! ships are easy come, easy go. If you had to put a huge investment into one individual ship that you could expect to survive for and be effective for 20+ turns, then maybe it'd make more sense, but when you have 500 battleships throwing themselves against 300 dreadnoughts the importance and relevance of one individual ship having some bonus from experience is essentially nil.

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While reading about Supernova the other day, I found that you could hire specific spies with abilities that would grow throughout the game. How about being able to assign specific ship captains with different abilities? One could be a charismatic general and as such would bring a small (5 or 10%) increase in the strength of all ships merged with his ship. Another would be an exceptional tactician that would bring a big (50, 75%) increase in a single ship's strength.



If we implement game characters such as spies or admirals or planet leaders, this could be doable, sure. But it'd be quite a job to do effecively - let's wait until we have a balanced completed game first, release it, and then worry about his for a new version. This is a large qualitative change and should be done very carefully.

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