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 17:43 |
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Effluviant Walrus | | Senior Chief Petty Officer | Messages: 91
Registered: May 2008 Location: New York, US | |
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As for player-controlled targeting algorithms negating chaff, perhaps have something so if multiple tokens are on top of eachother, an fire directed at one of the tokens has a chance of hitting the other instead, based on the # of ships in each? So a player could use chaff by having the chaff stay in the same square as their other ships.
Also, if you want to change the way the game works, as I think the OP was getting at, you could try to rebalence missiles vs. beams. Perhaps put in an ammunition "resource" similar to fuel? It would be freely available at starbases and forts, but a ship would have a limited supply. Obviously, beams would require no ammunition. This could also add a logistical element to the game, with ammunition transports/fabricators accompanying large fleets.
As to "automatic data correlation" features, I mean the client or whatever (I'm not very knowledgeable about programming; I'm mainly speaking from a design standpoint) would calculate information from all the ships designs seen of an enemy race. Features could include calculating the minimum tech levels that race has to possess, or calculating the estimated fuel spent since detection and fuel costs to get places for an enemy fleet, given its mass and the designs of the ships in it, etc....
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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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