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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 Go to previous messageGo to previous message
Effluviant Walrus is currently offline Effluviant Walrus

 
Senior Chief Petty Officer

Messages: 91
Registered: May 2008
Location: New York, US
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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