Home » Stars! Clones, Extensions, Modding » FreeStars » What might be fixed in a "new" clone game?
Re: What might be fixed in a "new" clone game? |
Mon, 28 July 2008 11:24 |
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Effluviant Walrus | | Senior Chief Petty Officer | Messages: 91
Registered: May 2008 Location: New York, US | |
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Some ideas:
- Gameplay:
- Implement a simple scripting language or something to give players more control over their ships' targeting algorithms. This would make chaff much less effective though.
- Write a decent AI.
- Add more controls for universe generation, such as algorithms for generating galaxies in certain shapes. Some shapes could be a spiral galaxy, a barred galaxy, a ring, etc.... Rather than having Galaxy Clumping as an option, have a "clumping" variable that one could adjust with more precision. Put in a similar variable for each of the three minerals, so one could have a low-iron game or things like that.
- Revamp the tech "tree" (well its not really a tree) to encourage researching fields other than Weap and Con to a high level. Also, make components require more techs; as in, beam weapons would require En tech as well as Weap; Missiles would require more Prop than the currently do, etc....
- Electronics could allow better automatic data correlation features.
- Biotech could allow bioweapons/plagues.
- Nerf cloaking. Either give everyone a less-powerful version of the Tachyon Detector or cap it at 90% or so; 98% cloaking is just broken.
- Make a small utility that merges .p files for teams/allies and alters a players history file/whatever holds the planet info in-game accordingly.
- Race Design:
- Rebalence PRT costs and LRT costs based on PRTs (as in, NAS should cost points for JoaT, etc...)
- Rebalence the LRTs; UR could cost less, MA could be more effective and cost less, as well as allowing alchemy for a specific mineral, BET could allow a TL 27 to cheapen TL 26 components as well as be cheaper overall, and CE could cause all engines to kill pop like the RadRam and prevent miniturization/add mass instead of the annoying chance-of-failure for over W6.
- Allow choices for starting tech, independent from tech costs.
[/LIST]
On an unrelated note, does anyone know how to avoid the second "[/LIST]" being visible when using nested lists?
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What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Adacore on Mon, 28 July 2008 09:12
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: LEit on Mon, 28 July 2008 12:06
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: LEit on Mon, 28 July 2008 17:56
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Adacore on Mon, 28 July 2008 22:30
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Coyote on Mon, 04 August 2008 18:51
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Re: What might be fixed in a "new" clone game?
By: stranger on Tue, 05 August 2008 04:55
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Adacore on Wed, 06 August 2008 04:32
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Coyote on Mon, 18 August 2008 17:00
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Re: What might be fixed in a "new" clone game?
By: stranger on Fri, 22 August 2008 15:12
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: johng316 on Tue, 25 November 2008 14:57
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Re: What might be fixed in a "new" clone game?
By: Coyote on Tue, 25 November 2008 19:30
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Re: What might be fixed in a "new" clone game?
By: craebild on Thu, 27 November 2008 02:30
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Re: What might be fixed in a "new" clone game?
By: Coyote on Sun, 24 August 2008 21:31
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Re: What might be fixed in a "new" clone game?
By: Coyote on Tue, 02 December 2008 00:45
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Re: What might be fixed in a "new" clone game?
By: Coyote on Wed, 03 December 2008 20:35
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Re: What might be fixed in a "new" clone game?
By: redvidar on Wed, 17 December 2008 16:25
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Re: What might be fixed in a "new" clone game?
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Re: What might be fixed in a "new" clone game?
By: Coyote on Tue, 02 December 2008 01:11
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Re: What might be fixed in a "new" clone game?
By: MRing on Fri, 19 December 2008 01:54
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