View Single Post
  #44  
Old September 30th, 2006, 07:58 AM

Barnacle Bill Barnacle Bill is offline
Sergeant
 
Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
Barnacle Bill is on a distinguished road
Default Re: SE:V, I\'ll be honest

Quote:
PDF said:
If ever we could have a game with a good planet dev system such as MoO2's or Civ-like ...
I think it was a mistake for these sorts of games to move away from the more abstract "Stellar Conquest"-based system used in the original MOO, the original (8 bit) Reach For the Stars, etc... Most of the tedious late-game micromanagement of big empires stems from having to mess with all the individual buildings on planets/cities - and is worse in the Civ games (and to a lesser extent MOO2)where you've got to micromanage what the individual population units are doing, clean pollution, etc... Much more streamlined to have production calculated as (population + factories) * (some constant for planet "richness"), with advancing technology just raising the allowed ratio of factories to population. I'd rather spend my time micromanaging ship/unit design & tactical combat.

On the other hand, I do like the separation of resources from production, with resources being consumed proportional to production. This would eliminate the "richness" factor in the above calculation, which would instead factor into resource production (which would be relatively independent of population). The idea would be an economy of relatively few high population industrial worlds being fed by a larger number of low population mining colonies, the former probably being of high habitability and the latter mostly domed. Then some elegant rules to cover resource convoys to be defended from pirates & enemy player commerce raiders to create a military purpose for small ships...
Reply With Quote