.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 8th, 2004, 04:54 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default 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.

-----

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 ]
Reply With Quote
  #2  
Old May 8th, 2004, 11:19 AM

Paul1980au Paul1980au is offline
Second Lieutenant
 
Join Date: Jan 2004
Location: Australia
Posts: 538
Thanks: 0
Thanked 0 Times in 0 Posts
Paul1980au is on a distinguished road
Default 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.
Reply With Quote
  #3  
Old May 9th, 2004, 01:05 AM
Roanon's Avatar

Roanon Roanon is offline
Second Lieutenant
 
Join Date: Mar 2003
Location: Germany
Posts: 575
Thanks: 0
Thanked 0 Times in 0 Posts
Roanon is on a distinguished road
Default 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 ]
Reply With Quote
  #4  
Old May 8th, 2004, 04:25 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default 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.
Reply With Quote
  #5  
Old May 8th, 2004, 09:16 PM
Roanon's Avatar

Roanon Roanon is offline
Second Lieutenant
 
Join Date: Mar 2003
Location: Germany
Posts: 575
Thanks: 0
Thanked 0 Times in 0 Posts
Roanon is on a distinguished road
Default 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.
Reply With Quote
  #6  
Old May 9th, 2004, 06:30 AM
Aiken's Avatar

Aiken Aiken is offline
Major
 
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
Aiken is on a distinguished road
Default 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.
Reply With Quote
  #7  
Old May 10th, 2004, 01:21 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default 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.
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.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:08 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.