Circle is the New Square |
Thu, 10 April 2014 16:21 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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I just created the universe for Dynamic Duos 6, which involved remapping the stars into a circle of such a size that the intended star density (in this case, the density of a medium/dense universe) is maintained within the circle.
And now I am wondering why all games don't do this. A circle doesn't have corners to deal with. Corners make it hard to have balanced starting positions for all players. And since we can move individual planets wherever we like now with StarsHostTool, it's easy to make sure nobody gets hurt by the luck of the starting location. Just arrange everyone more or less evenly around the circle.
An advert for a game that will be remapped in this manner should specify how the locations of the HWs will be determined.
One method is to divide 360 by the number of players and place each HW that many degrees apart (measured from the center of the circle), at a particular distance from the center.
I like to vary both parameters (degrees and distance) randomly to avoid making it easy for the players to eyeball the universe and pick out the obvious HW locations in year 2400.
By altering the distance parameter, the game can be set up for generally earlier or later conflict. A short distance from the center puts the players closer together. A large distance spreads them out more.
If that method is too uniform for your tastes, you can instead divide the universe into slices (one per player), and pick a random point within each slice (perhaps at some minimum and/or maximum distance from the center).
Any other thoughts on fun ways to set up a circular universe?
What we need's a few good taters.Report message to a moderator
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