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 14:29 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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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....
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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.
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.
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.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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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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