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Re: What might be fixed in a "new" clone game? Mon, 28 July 2008 14:29 Go to previous messageGo to previous message
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Messages: 2765
Registered: October 2004
Location: Third star to the left
Effluviant Walrus wrote on Mon, 28 July 2008 17:24

  • 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....



Interestingly, I started a couple years ago with a "simple" Universe Generator that already includes these options (except clumping, as I don't seem to find the "right way" to do it). I'm currently trying to add some sort of scripting language to it for better and more complex starmap generation, which is why it's still far from finished. Hit Computer

But the nice part is that I believe the same sort of scripting would enable most of the listed ideas. Once you start tweaking race options and starting techs for game creation things seem to want to go in that direction anyway. Deal

Two of the areas that would most benefit from scripting should be logistics and the Battle Board. Which should lead to some sort of AI... but that's still in the dream phase. Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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