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Re: Just a Clone? Sun, 21 October 2007 15:13 Go to previous messageGo to previous message
yartrebo is currently offline yartrebo

 
Petty Officer 3rd Class

Messages: 43
Registered: July 2006
Location: North America
Quote:

Ships production - Spaceports
With no space program a race builds a spacestation
er? launching a spacestation is WRONG
True manufacture in space is more efficient



Space stations are easier to make than ships which much withstand the rigors of warp travel and years in isolation from any resupply depots. A crude space station can be made with 20th century technology. An interstellar ship cannot.

Quote:

BUT no limit to resources(minerals/metals)???
Its like saying a woman bakes 10,000 loaves of bread
in one day using a home oven

It's like 1,000 workers baking 10,000 loaves of bread/day in their home ovens. Or you could build factories and use fewer workers.

Resources (labor) and minerals are both very limited. Resources are limited by population and minerals by depletion. Mineral depletion roughly follows a Hubbert curve, with extraction rising early as more mines come online and dropping as depletion overcomes the benefits of any extra mines.

Quote:

Logistics don't exist

Mineral and pop management involves quite a bit of logistics.

Quote:

The game becomes usage of 19% pop races and the warfare is
predestined to the chaff stacks.

This is a balance issue. I do agree that PGR should be made more expensive in the higher levels (15-20%). I'm not so sure about chaff. It seems like a pretty nice addition and allows for a rock(chaff), paper(beamer), and scissors(missile) setup.

Quote:

Research and Resources(physical)enhanced by development

This is reflected in miniaturization and better cost effectiveness of higher tech parts. There are games which make production scale up rapidly with tech, such as in Masters of Orion III, but in that game advanced tech is also much more expensive. So long as getting higher tech is encouraged, be it because you get more resources or can use existing resources more effectively, the details don't really matter.

[/QUOTE]Better design for moving Population
Ships designed to carry 100kt of ore are not suited
for moving people
people are not measured by the Kt and don't stack well[/QUOTE]
Interior design is cheap. Just like passenger and cargo airplanes are interchangeable (with a little interior work), a freighter can be used to ferry people with a few precautions. 10T (.01kT) (10,000 kg) per person is plenty enough for life support and basic entertainment for that person. Don't forget that a large freighter dwarfs even the largest supertankers in existence today on a pound for pound basis (with the volume comparison being even more lopsided since spacecraft are presumably very light).

Quote:

Ships production should reduce planet population
unless we are using dogs cats and monkeys to fly them

A freighter operated using modern technology (no less futuristic technology) is operated with less than a dozen people. A well automated warship could also be crewed with very few people. It just makes life easier to assume that they don't require any crew.

Quote:


Oh the game wont be turn based but allies will be able to
control your fleets and planets if you allow it in your away time
will have a much more expanded solar system per star


Why call it a stars! clone. With all the changes you propose, it will bare little resemblance to stars! and you might as well call it something new to avoid confusion.

PS: Your proposal sounds very ambitious. Maybe it would make better sense to plan a more modest project that might actually get finished. So far not a single on the dozen or so stars! clones have been completed, and cloning a moderately complex game like stars! is a lot easier than designing a very complex new game.

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