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Old May 5th, 2010, 08:58 PM

pydna pydna is offline
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Default Re: Planets and Resources

Perhaps rather than hardcoding the definitions of 15 races maybe each race is based on 3 or 4 hab range characteristics, this determines the type of planets they like.

These have are not absolutes, for instance lets say I find a world that meets most of the criteria for being habitable by my race with only one criteria just outside what I need. I could colonise the world and aim to terraform it to make it fully habitable.

Ofcourse some other race may have liked just how it was...gee I wonder how wars get started??
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Old May 8th, 2010, 11:19 AM

MarcoPolo MarcoPolo is offline
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Default Re: Planets and Resources

Quote:
Originally Posted by pydna View Post
Perhaps rather than hardcoding the definitions of 15 races maybe each race is based on 3 or 4 hab range characteristics, this determines the type of planets they like.

These have are not absolutes, for instance lets say I find a world that meets most of the criteria for being habitable by my race with only one criteria just outside what I need. I could colonise the world and aim to terraform it to make it fully habitable.

Ofcourse some other race may have liked just how it was...gee I wonder how wars get started??
Thats precisely what I was hoping for mate! And you made a solid point that wars could in fact start this way. Imagine competing races with different habitat requirements laying waste to a pristine earth world in order to turn it into a volatile volcanic planet.

Of course we would in turn see ourselves turning a mars type/barren planet into a lush rainforest as a "good thing!" maybe not so to a lifeform that thrives on low temperatures and low pressure atmospheres. Or an Earth type planet completely flooded by an aquatic race in order to submerge the remaining land masses to open up more areas for population.

Naturally all these terraforming options would not be an easy thing to accomplish overnight for any particular race. Many of which would take some heavy investing in infrastructure to get the ball rolling, so the habitat requirements being initially met is what would draw races to certain planet types. This would guarantee every new game remains unique and interesting. As any game would unfold completely different to the last one depending on how many race types you allow into your multiplayer or single player scenarios.

IMHO Its difficult to come by such elaborate systems in this type of genre. Lately I been playing Armada 2526, it seems to offer some diversity and certain race types seem to have some habitat requirements unique to themeselves alone. Stuff like living in spaceships as a natural means of civilisation or preferring cold desolate worlds for the more bizarre lifeforms. Maybe its one to take a look at for fans of these type of games. At least until the illustrious and eagerly anticipated "Star Legacy" hits the scene.

Anyways food for thought.

Last edited by MarcoPolo; May 8th, 2010 at 11:35 AM..
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Old August 22nd, 2010, 05:20 AM

NiknudStunod NiknudStunod is offline
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Default Re: Planets and Resources

It has been a while since someone posted on this so i figured i would pipe in with what I think.

I think there should be several categories of planets and resources for a good 4x space game. There should be a reason you are plopping down a colony on a lifeless barren work or asteroid. The reason should be rare resources. I hate to make a comparison but if you look at a planet like dune {hostile, waterless, nearly lifeless world} the reason it was fought over was the spice. These resources could be anything from Bonus to fleet armor to increasing the distance your ships can travel. You could also add in bonuses to controlling these planets over long periods of time. I also think resources should not be limitless. You need to have a reason to keep moving out exploring and expanding.
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