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November 11th, 2001, 11:36 AM
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Shrapnel Fanatic
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Paper #06 (EXOTIC RESOURCES) by: Paul Zimmerman
Exotic Resources by: Paul Zimmerman
quote: The current 'hidden' resource system in Space Empires is much better than a tedious micro-management system -- like the one used in Stars! -- where you have to actually move the resources to the location where ships will be constructed yourself. The over-head associated with direct resource management is just not worth the trouble to most people even if it gives a "realistic" feel to the game. But for every advantage there is a corresponding disadvantage as trade-off.
Exotic minerals could give you more durable ships that require less maintenance or could make your shipyards more efficient, increasing production rates (equivalent to Hardy Industrialists).
Exotic radioactives could make your ships' fuel more powerful, meaning less supply usage (equivalent to Advanced Power Conservation) or perhaps they could be faster (equivalent to Propulsion Experts). Or both. Or perhaps your weapons could be more powerful, doing more damage or getting a range boost.
Exotic Organics could make your entire population healthier, giving increased reproduction rates, decreased effects of plagues (possibly immunity to lower level plagues like the Medical Lab in Organic Techs), and even increased happiness.
As a matter of realism there probably ought to be some sort of 'delay' in the effects of these exotic resources. I can't see how you'd gain the ability to build a new technology 'over-night' because of finding a special material. Nor can I see how you'd instantly run out of supplies of that material on the same day the source was conquered by an enemy. Perhaps a one or two turns delay in these effects would be intelligent.
These features would make for vastly more exciting game play. Having to keep control of a very specific location to maintain your empire's techological abilities makes for a much more difficult game situation than being able to pick up and move mining, farming, and industrial centers with billions of population like they were rootless nomads and have no discernable effect on your empire's abilities or morale.
Since I am not familiar with the actual source code of Space Empires IV I cannot reliably predict how difficult it would be to include this in the current Version.
For full story, read Acadamy
Forgive me, but who is Paul Zimmerman? I mean, this is an interesting article, and I would love to read more such articles. Richard, is this the product of the search for good writers you did a couple of months ago?
To be honest, Exotic Resources is an intreging idea, and one that would, on face value, add an interesting elimate to SEIV as races searched for and then fough over control of said Exotic Resources or more specifically, an Elimate like (Metaphasic Radation, Corzanium, Black Matter, etc)
I have a list of ideas here, but I will hold off until others comment.
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New Age Ship Yards
"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG
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November 11th, 2001, 06:05 PM
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Second Lieutenant
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Re: Paper #06 (EXOTIC RESOURCES) by: Paul Zimmerman
well if you really want to make it interesting then implement the system that civ 3 uses. Then resorces would be real important, you wouldn't have to truck them around and trading would become a lot more important.
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November 14th, 2001, 01:45 AM
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First Lieutenant
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Re: Paper #06 (EXOTIC RESOURCES) by: Paul Zimmerman
It sure seems outside the current SEIV system, but it would be Tres Chic! The possibilities would be nearly endless, and trade and piracy would take on incredible importance. Imagine...
... you're the only one with access to 'spice' (Dune). You trade it at great profit, but in truth you do it out of fear that others will come after you if you don't.
Then one day the universe does come after you. Once you've lost the planet though, you've lost your main source of power. The good news? Nobody's trying to kill you now!
I'd love to make some addictive resources. Improves your planetary happiness for a while, but if you ever run out, the riots will bring your empire to it's knees.
-jimbob
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November 14th, 2001, 07:52 PM
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Corporal
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Re: Paper #06 (EXOTIC RESOURCES) by: Paul Zimmerman
I was trying to think of a way to do something like this, and the best I came up with was:
Create many new racial techs which players are not allowed to choose.
Create Neutral races which use these techs.
Each tech allows immediate creation of facilities, components, maybe even hull styles which are:
not available any other way;
much more useful/powerful than normal starting tech (even advanced tech).
So, these AI's can create these wonderful features, but players can not. Players can negotiate, conquer, or steal the techs but can't make any more of their own. It may be that there is only one world in the galaxy with particular facilities.
I haven't got as far yet as designing the actual techs involved, just outlining the plan.
With this type of setup, there might be serious competition to be friends with a particular Neutral AI - protecting them from other players conquering them, etc.
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November 14th, 2001, 09:10 PM
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Corporal
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Re: Paper #06 (EXOTIC RESOURCES) by: Paul Zimmerman
Or Jimbob...you park a planet destroyer in orbit and become an untouchable.
(Given that destroying a planet with special resources also destroys the special resource.)
That would be ultra cool.
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November 14th, 2001, 09:16 PM
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Shrapnel Fanatic
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Re: Paper #06 (EXOTIC RESOURCES) by: Paul Zimmerman
Very nice.
You would also have to take good care of all those ships you buy from the neutral, since the special components can't be repaired (unless you give the ship back).
Some ideas:
- 1% maintenance component (as in P&N nomads)
- Organic Armor style regenerating internals.
- "Infinite PD" cannon. Very expensive, range 1, but has a reload of zero, thus destroying absolutely any unit that comes in range. Will likely use up all your supplies in the process.
- Perfect Simulators. Facility (or base component, so it can be sold easily) that allows training upto 50%.
- Distributed MC. Ship cannot be captured by Psy Subverters, since the MC ability is built into the hull. (Still requires normal C&C to be designed in)
- Ship-based Massive Energy Lens. Large (~750KT) component which adds lots (~500) shields to all ships in the system.
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