Home » Stars! 2.6/7 » The Bar » Game Idea: Ripples in time
Re: Game Idea: Ripples in time |
Tue, 03 April 2007 05:41 |
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PaulCr | | Chief Warrant Officer 3 Stars! V.I.P
| Messages: 187
Registered: February 2007 Location: An Island that kinda look... | |
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The first time I designed a race to test this I fell in the trap of thinking an IT would be the most expensive so didn't check the resulting race against the other PRTs, I almost always choose NAS, switched to CA and SD no problem, tried PP and the game changed my design with around 500 points left over, mainly from pop efficiency but also effects some other settings.
AR's are a problem which is why they would definately be banned, I left them available as an option on my webpage to allow try with it if they wanted, however I do strongly recommend against them doing so. Taking it off at present doesn't stop somebody changing to it anyway since yoo need to specify the existing trait and it is possible to specify the wronfg one. It pretty obvious what the numbers used for the PRTs are so if they know how to do bit manipulation they could figure out how to delibrately change it, even if they don't they could probably hit it anyway with trial and error.
Switching to CA is extremely positive especially mid game before you do most of your terraforming, starting with it doesn't do that much however but it does give you OAs for after you change, they can be attacked however and would probably be a big target for other races.
The game as I proposed however doesn't let you choose when or what to become, although thinking about it it could be possible to have the game with say a fixed change every 20 years and have the PRT to change to chosen, that would certainly remove the luck element, the decision then would be whether I should request the changes at the start or when they are due to occur.
I still think the randomness improves the concept though but I've written this thread to invite ideas, there wouldn't be much point in sticking to an idea if nobody wanted to play. If it is run and the consensus is to reduce the randomness element then I'd have no problem doing that, especially since the idea hasn't been tried before.
Tech levels don't have an effect if they are not manipulated, the point I mentioned was that I wrote the Tech level changer before the PRT Changer, one of the first things I did with it was reduce all tech to 0, doing so deletes all the components you can't build from ships so your ships usually end up with an empty hull with a QJ5. I did think a similar effect might happen with the PRT components but luckily it doesn't, if it had a game based on PRT changing wouldn't be feasible.
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Game Idea: Ripples in time
By: PaulCr on Sun, 01 April 2007 12:37
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Re: Game Idea: Ripples in time
By: Kotk on Mon, 02 April 2007 06:59
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Re: Game Idea: Ripples in time
By: PaulCr on Mon, 02 April 2007 08:07
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Re: Game Idea: Ripples in time
By: PaulCr on Mon, 02 April 2007 08:32
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Re: Game Idea: Ripples in time
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Re: Game Idea: Ripples in time
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Re: Game Idea: Ripples in time
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Re: Game Idea: Ripples in time
By: PaulCr on Tue, 03 April 2007 05:41
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Re: Game Idea: Ripples in time
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Re: Game Idea: Ripples in time
By: PaulCr on Tue, 03 April 2007 07:20
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Re: Game Idea: Ripples in time
By: wizard on Wed, 04 April 2007 04:00
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Re: Game Idea: Ripples in time
By: PaulCr on Wed, 04 April 2007 08:16
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Re: Game Idea: Ripples in time
By: Carn on Wed, 04 April 2007 08:47
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Re: Game Idea: Ripples in time
By: PaulCr on Wed, 04 April 2007 14:01
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Re: Game Idea: Ripples in time
By: gwellman on Fri, 13 April 2007 14:49
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Re: Game Idea: Ripples in time
By: PaulCr on Fri, 13 April 2007 18:44
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