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May 8th, 2004, 04:54 AM
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Shrapnel Fanatic
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Re: SEV- Thread on Obfuscation (MM is involved)2weeks to post
Baron:
You could simply set a 100% fatality rate, with 0% incapacitation. All infected people would die at the end of the turn, ending the "plague".
Even with a neutron bomb, not everyone will recieve an instantly-lethal dose, though... most would end up suffering a longer and more painful death at the outer edges of the bLast's kill zone.
It also allows for medical personnel to save some of the people. (Presumably the ones with the smallest doses)
Left untreated, more would die from survivable doses of radiation/toxin/plague.
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As for the number of digits in the code, definitely the dec/hex would require fewer digits to get an appropriate level of variation.
Computers are great at number crunching, though, and the optimum number of digits would depend on how efficient the implementation is
[ May 08, 2004, 03:57: Message edited by: Suicide Junkie ]
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May 8th, 2004, 11:19 AM
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Second Lieutenant
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Re: SEV- Thread on Obfuscation (MM is involved)2weeks to post
The idea of a few turns to fully kill off the population is a good idea - how about a intel project plant plague bomb - which would kill a % of people on a planet - would be cured next turn but could be used to weaken enemy planets and also with such a intel project a flexible amount of resources to put towards a project such as said above
Say 5000 intel points might be enough to kill 50M pop
10000 intel pnts say 100M pop
ANd rising steadily to say 200000 pop which would be enough to wipe out a large planet of say 2B population
Just some additional ideas to play with
The idea of progressing levels of scanner and extended range is a good idea. Some new components could reduce enemy scanning in a sector - sort of like increasin scanner tech vs increasing levels of anti scanner tech.
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May 9th, 2004, 01:05 AM
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Second Lieutenant
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Re: SEV- Thread on Obfuscation (MM is involved)2weeks to post
Excuse me for returning to topic in this hijacked thread
Fog of war is nice, but it should not just increase micromanagement. Forgetting given informations in not fogging, but forcing to micromanage. So, if you get informations about a system it is ok that you do not get the latest info every turn, but you should continue to have access to that latest info known to you. Disadvantage: this would create a lot of additional data per result file. But in times of Gigabyte HDs and DSL this should be tolerable.
There should be far more levels of sensors, revealing planet and/or ship details in increasing detail and ranges. Ownership of a planet and number of population should not be known instantly when you enter a system, but a sufficiently cheap scanner should allow you to get at least the "colonized" info from a large distance. May make the game more realistic, but much to chancey if your colonizers only get the "already colonized" info when about to settle down there. Data like number of colonists, and even number / type of facilities should be revealed only by better, more expensvie scanners, though.
I think ship names are fun. But they should not be given automatically revealing the class and the serial number. Especially when constructing new ships it is really bad that everyone seeing them built instantly knows how many other ships of that type you already have if you do not micromanage and instantly rename every ship. Ship names should be left blank and should be shown to everyone if you choose to name your ship. The classes should become visible when you have scanners to detect a ship's components. Too much micromanagement to manually write down a list of components of every ship encountered, compare them, and keep track of classes internally.
[ May 08, 2004, 12:07: Message edited by: Roanon ]
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May 8th, 2004, 04:25 PM
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Shrapnel Fanatic
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Re: SEV- Thread on Obfuscation (MM is involved)2weeks to post
If only the host keeps a copy of the full map, and each player has a separate .gam file to download, each player's file could be populated with the info they have seen Last.
The downloads for each player would be smaller, at the cost of more storage space on the host machine.
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May 8th, 2004, 09:16 PM
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Second Lieutenant
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Re: SEV- Thread on Obfuscation (MM is involved)2weeks to post
Separate .gam files for each player is generally a good idea. There would be no need to encrypt the data, and this would even encourage the player community to write addons for game data management. Only the administrative overhead is a bit higher, for instance pbw would have to be reprogrammed so that each player only will get his .gam file and do not have access to others.
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May 9th, 2004, 06:30 AM
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Major
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Re: SEV- Thread on Obfuscation (MM is involved)2weeks to post
Small note: I'd like to see the Proxy Partnership "feature" (viewing the systems\planets\ships of partner of your partner) removed in SEV. It's unrealistic, imho.
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May 10th, 2004, 01:21 AM
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General
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Re: SEV- Thread on Obfuscation (MM is involved)2weeks to post
Quote:
Small note: I'd like to see the Proxy Partnership "feature" (viewing the systems\planets\ships of partner of your partner) removed in SEV.
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When you say "removed", I assume you mean "A moddable option to allow/disallow it".
I think nothing should ever be removed by hard code- give modders as many toys to play with as possible. 
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