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Re: Rebuilding Race Traits Fri, 02 February 2007 22:43 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Plus you have the problem of essentially free and geometrically explosive takeover of intact enemy planets. This is a very bad thing to let into the game.

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m.a@stars[/email] wrote on Fri, 02 February 2007 11:01]
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A planet's population does not affect how many colonists it can produce, only the resources available.


Definitely dangerous, that. Noone (nothing) can have infinite pop on a planet, and everyone (everything) must feel the effects of overcrowding, though perhaps at higher levels than others. Whip



You'd still have a maximum population per planet determined by its habitability and the traits you take. Any population above this will die off and probably should not produce any resources.

This may take some working out to make playable, maybe giving diminishing returns for amount of population on a planet like the AR gets. Actually, that sounds like the best option to me. It'd change the way they produce resources into a AR-like formula.

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You also get a toggle to select if you are Androids (+2 Elect level) or Replicants (+2 Bio level) - apart from starting tech it doesn't have any economic effect but is kinda nice for roleplaying and can also affect which traits will work better for you.


Perhaps those could give a small discount on build cost of Elec or Bio items, too. Rolling Eyes


If they use an AR-like square-root formula for resources, they could get either an Electronics or Biotech factor included like the AR have Energy as a factor.

Now, I don't want to end up with something that plays too much like AR and there not being enough difference for both to be viable.

Maybe some more unique algorithm...


[Updated on: Fri, 02 February 2007 22:51]

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