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-   -   Starfleet Command II's problems revisited (http://forum.shrapnelgames.com/showthread.php?t=31087)

AngleWyrm October 17th, 2006 09:22 PM

Starfleet Command II\'s problems revisited
 
Anyone remember playing Starfleet Command I and II?

One of the worst problems with SFC-2 was attempting to enforce player purchasing decisions through the interface. Clicking on the '+' and '-' arrows to add more of a given kind of missile or shuttle to your ships screwed up your loadout.

The same thing is happening with v1.08 during race setup: Begin a new race, and minimum techs are 'enforced' by not allowing players to trade one tech for another.

But load a saved race, and suddenly all techs are zeroed out and you have a big balance. And it's only going to get more complicated as the mods start rolling in.

If it's a player choice, it would be better to leave it as a player choice. Give the players Informed Decisions, by letting them see what componants they will be giving up.

If it's NOT a player choice, then remove it from the game. It can be pretended to exist.

Phoenix-D October 17th, 2006 09:28 PM

Re: Starfleet Command II\'s problems revisited
 
The problem wasn't player choice, the problem was you could remove those techs, get all the points..then get them back for free when the game started.

AngleWyrm October 17th, 2006 09:30 PM

Re: Starfleet Command II\'s problems revisited
 
Yes.

The bug is not in the choice, the bug is in the automatic adding of minimum technologies AFTER all the choices have been made, when the game starts.

If there is something the players are required to have, then one solution might be to make it a Level-0 requirement. That way they will have it, and it wont mess up the points.


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