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-   -   Role Playing Mod (http://forum.shrapnelgames.com/showthread.php?t=4948)

Val January 22nd, 2002 05:21 PM

Re: Role Playing Mod
 
You could make the ruler a troop type, then cart him around as cargo http://forum.shrapnelgames.com/images/icons/icon12.gif

Growltigga January 22nd, 2002 06:22 PM

Re: Role Playing Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
You could make the ruler a troop type, then cart him around as cargo http://forum.shrapnelgames.com/images/icons/icon12.gif <hr></blockquote>

you could make Il Duce a troop type but you would need to somehow modify it so (a) it didn't weigh anything (bit of a pain having to have to instal a 20,000 ton cargo hold in a battlecruiser just to carry Il Duce's ego around) and (b) you didn't need a cargo hold to carry him around

Val January 22nd, 2002 06:29 PM

Re: Role Playing Mod
 
Make him take some space - he is important and would have guards and such with him. Also, you could really make him a troop type and occasionally lead assaults and defend the planet (s)he is on.

You could also add a component (in the name of roleplaying) called "Leader's Quarters" and make it a smaller cargo component all around. Could also give the ship a bonus against boarders since they are defending their leader.

geoschmo January 22nd, 2002 06:30 PM

Re: Role Playing Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by suicide_junkie:
For RPers, they would not be able to change the ship's orders unless the ship had
a) a functional FTL comm.
b) a functional lightspeed comm Plus line-of-sight to a ship(with FTL comm) or colony owned by the player.
<hr></blockquote>

Ooo, now that's an interesting idea. Hard to enforce, but most of these would be hard to enforce. It would have to be dependant on the players to enforce themselves.

I wouldn't say no order changes though. You need to give the ships captain/fleet admiral some leeway. If he is out of contact with the empire there should be some acceptable ROE or allow him some inititive to deal with situations that come up in his immediate vicinity. But no sending him back a system because the enemy has outflanked him, unless you can demonstrate how he would have got this information.

This way he could deal with an enemy fleet that is in the same system, but he might be sitting idle one warp point away while the enemy trashes the colonies he just left.

I might suggest the FTL comm must be on a warp point to function, but make it small enough to fit on a sattelite. Then you would have comm bouy's on each warp point out to the frontier. Of course when the enemy destroys them, you lose communication. That would be pretty cool.

Geo

Val January 22nd, 2002 06:33 PM

Re: Role Playing Mod
 
You'd also have to let a player know when you destroy a sat relay so they know comm has been cut.

geoschmo January 22nd, 2002 06:34 PM

Re: Role Playing Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
You could make the ruler a troop type, then cart him around as cargo http://forum.shrapnelgames.com/images/icons/icon12.gif <hr></blockquote>You know, it's really a shame we can't rename specific unit's like we can ships. Of course if you have a unit type of leader, and then design several of them with identical components, and only build one of each design it would have the same effect. That could work.

geoschmo January 22nd, 2002 06:38 PM

Re: Role Playing Mod
 
Oh man! Have an extra race in the game controlled by a referee make the leader units and then give them to the players. That way they can't make them themselves and there is more control over it.

Make some of the weapon platforms instead of troops so they aren't killed by troop invasion, but can be captured. That could be your emporer.

You generals would need to be troops cause that way they could assist in an invasion. You expect them to get killed if things go really badly anyway.

Geo

geoschmo January 22nd, 2002 06:39 PM

Re: Role Playing Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
You'd also have to let a player know when you destroy a sat relay so they know comm has been cut.<hr></blockquote>
They would get a combat report when the sat was destroyed.

Val January 22nd, 2002 06:50 PM

Re: Role Playing Mod
 
Geo:

Nice idea about the additional "Ref" race!

Suicide Junkie January 22nd, 2002 07:52 PM

Re: Role Playing Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>You'd also have to let a player know when you destroy a sat relay so they know comm has been cut.<hr></blockquote>We can assume that FTL comms, while Heavy and Big, can reach anywhere in the game in a point-to-point mode. (Omnidirectional FTL comms would mean everybody should have already made contact)
We can allso assume that any colony (populated or not(eg. killed off by plague)) will have automatic LS 2 FTL repeaters, directing the comm to the ruler (you).
That way, you only have to look at each system individually. If your ship has FTL comms, no problem. If your ship only has LS comms, a planet or a ship with dual comms can act as a relay. Fleets can deliver orders amongst their members without comms.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I might suggest the FTL comm must be on a warp point to function, but make it small enough to fit on a sattelite. Then you would have comm bouy's on each warp point out to the frontier. <hr></blockquote>Problem is, warppoints are heavily travelled, and those buoys will be cleaned out pretty darn fast. However, it would be entirely reasonable that the buoys use conventional sublight comms beamed through warppoints.

What if a buoy anywhere in the system beams a high-power signal straight at the warppoint. All that power goes through, and spreads out omnidirectionally after that.
Then, you could place buoys anywhere in a system and have them work (one per system required to propagate the signal), and your planets would be able to act as relays as well.

I suppose the real FTL comms would require levels in warppoint manipulation, and generate a tiny warppoint to send the data through...
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Oh man! Have an extra race in the game controlled by a referee make the leader units and then give them to the players. That way they can't make them themselves and there is more control over it.<hr></blockquote>Yes! If the referee distributes scanner ships throughout the galaxy, there can be a rule that the leader of each race must "meet" (be seen) by a referee to continue the game. If any leader does not show up, that player "dies", and their race is turned over to AI control. It might still be possible for the player to win, but without the human leadership, its not likely http://forum.shrapnelgames.com/images/icons/icon12.gif

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I wouldn't say no order changes though. You need to give the ships captain/fleet admiral some leeway. <hr></blockquote>Right. No Strategic Orders from high command, but somebody will have to give the local orders. (Perhaps a friend or sibling or child or parent would be appropriate http://forum.shrapnelgames.com/images/icons/icon12.gif ?)

Additionally, be sure to follow the chain of communication to your leader. If the leader is drifting in a damaged ship with no comms, all your forces are on their own http://forum.shrapnelgames.com/images/icons/tongue.gif


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