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Home » Stars! Clones, Extensions, Modding » FreeStars » What might be fixed in a "new" clone game?
What might be fixed in a "new" clone game? Mon, 28 July 2008 01:31 Go to previous message
stranger is currently offline stranger

 
Crewman 2nd Class

Messages: 16
Registered: November 2003
Location: Oregon, USA
I was poking around with Nova, and a couple of the other Stars! clones and clone-toolsets.

Now I'm a competent programmer, but my real job is being a Game Designer. And as such, simply copying Stars! in a 1:1 fashion isn't exactly what I'm looking for...

I want to know if there is any consensus on what things might be "fixed" in a new Stars! clone, if any? For example:

* Change the race wizard cost of RS, UR, TT.
* Change BET such that it doesn't force lvl 26 items to remain double cost forever?
* Adjust the game to change the way that chaff works?

Besides Stars! my other 4x poison of choice is the Space Empires series - currently at 5. But SEV was pretty unbalanced when it was released, but a few folks got together and put together a "Balance Mod" for the game, which changes some tech items, build costs, and the like. It's probably used by 80% of the SEV games played, so it's basically the default rulset for PBEM.

I would love to see something similar done for Stars!

Has this topic come through much yet? I've seen a few posts shot down with a comment like "Since nobody is going to change it, we should just accept this."

Ideally, a new clone would include data-driven parameters, such that it would be easy to adjust these things. Then we'd need an army of veteran Stars! players to beta-test each rule tweak. Would the community implode? Who can say?

I have much more than a passing interest in this.

--Mr. Strange

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