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

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Star Legacy Development Group > Star Legacy

Reply
 
Thread Tools Display Modes
  #1  
Old August 9th, 2010, 11:31 AM

MarcoPolo MarcoPolo is offline
Private
 
Join Date: Feb 2010
Posts: 34
Thanks: 0
Thanked 0 Times in 0 Posts
MarcoPolo is on a distinguished road
Default Re: High level design thoughts

I find it interesting to have a point value system for science and other tech or ship/building components. Am I to assume Star Legacy will have a similar customisation screen available ala GSB for ship design and components? It would certainly open up a slew of possibilities.

Speaking of possibilities. I liked Armada 2526's ability to overtake colonies from other races and still be able to exploit the former alien populace for colonisation purposes. This being that if player X (say human) overtook player Y's colony (say aquatic) then the former Y populated planet would still have Y race inhabitants.

They would keep on growing in population size under the current growth rate applicable to the planets favourability of that race. And race X would steadily grow too as time wore on. However it would be possible to migrate some colonists across to say a waterworld, and choose between which populace you would want to inhabit said new water planet. This would allow the player to pick the better suited species under his dominion to grow his empire further. So in essence players could own several worlds with captured populaces from other races. The only setback would be higher incidents of civil unrest versus your own native species doing the planet colonisation.

This could also be a nice incentive for wanting to capture or make 1st contact with non space faring NPC worlds. They would provide a source of species diversity for future colonists in environments that are not friendly to your natives, without the drawbacks of civil unrest from former captured enemy colonies.

This is one of the few gameplay concepts that Armada 2526 seemed sensible in portraying. It also added abit of welcome diversity to the game itself.
Reply With Quote
  #2  
Old August 9th, 2010, 04:11 PM

vanbeke vanbeke is offline
Private
 
Join Date: Nov 2003
Location: Oregon
Posts: 34
Thanks: 0
Thanked 0 Times in 0 Posts
vanbeke is on a distinguished road
Default Re: High level design thoughts

As to EdKolis' tech tree uncertanty - The only way that I could see this as being important is if it changes with each game. Otherwise, after the first play, we will know what is required to get the next discovery (whether they are called levels or not, it appears to come to the same result).

I think it would be cool to have a tech tree that is different each time we play - some races find certain discoveries easier than others in the play of a game. Might make for interesting tech trading or espionage opportunites.

There was a paper and pencil game back in the 70s or 80s that had a randomization factor in the results. Sometimes you would get a specific tech for your efforts, and sometimes you get the shaft.
Reply With Quote
  #3  
Old August 9th, 2010, 09:28 PM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: High level design thoughts

Perhaps if the multiplier is randomized. For example, your low/medium/high tech cost games have multipliers of 1, 2, and 4 to your "base" tech costs. Instead, make them a random number within a range. An example would be 0.80-1.20, 1.60-2.40, and 3.40-4.60. Then if I chose a low tech game, the computer picks a random number (1.12) and all your base costs are multiplied by 1.12 THIS time. The next time you play a low tech cost game, the random multiplier might be 0.94, and research would progress a little more than one sixth faster than it did the first game.

Lets look at another example: a high tech cost game. The first game could have a random multiplier of 3.53, and the second could be 4.51. In that example, tech gains in the second game would come about 1/3 slower than in the first game.

I would suggest making those randomization ranges moddable, as well.
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #4  
Old August 10th, 2010, 10:17 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: High level design thoughts

Quote:
Originally Posted by vanbeke View Post
As to EdKolis' tech tree uncertanty - The only way that I could see this as being important is if it changes with each game. Otherwise, after the first play, we will know what is required to get the next discovery (whether they are called levels or not, it appears to come to the same result).

I think it would be cool to have a tech tree that is different each time we play - some races find certain discoveries easier than others in the play of a game. Might make for interesting tech trading or espionage opportunites.

There was a paper and pencil game back in the 70s or 80s that had a randomization factor in the results. Sometimes you would get a specific tech for your efforts, and sometimes you get the shaft.
While I agree it still leaves a tech tree you know at least early game it makes the choices more dependant on the current situation. Go for the quick fix upgrade route or take the more cost effective probably next tech leap.

I agree everybody should be able to research a techs basics but the further along you go the more chance it should have to diversify or just plain fail like real life. Gave some ways to diversify the tech tree before stoping the boredom of same old tactics.
Tech trading & certainly pilfering could have 2 levels, learn the tech or get a boost in time & success for reverse engineering when you get your mitts on one. Getting your hands on a tech way in advance of where you are there should be a good chance you cant figure it out till further along even if you got the plans. Building a car would be a chalenge if you just invented the wheel after all we havent figured out the anti gravity drive from the Roswell crash yet
__________________
John
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 09:21 AM.


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