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  #1  
Old February 7th, 2001, 01:20 AM

JSnider JSnider is offline
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Default Re: Would anyone be interested in more planet development?

Be interested in this area .. haven't not done art for over 5 years, but willing to attempt if can't find pro to help. pers more into creating mods to keep research tree going, i hate to run out of things to R&D ... really upsets me, so been adding things on wpns side now and then was gonna approach bldgs. must state upfront my biz keeps me traveling a lot right now so i would not be able to assist in reliable manner.

jsnider
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  #2  
Old February 7th, 2001, 02:00 AM

E. Albright E. Albright is offline
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Default Re: Would anyone be interested in more planet development?

quote:
Originally posted by SunDevil:
Military Barracks: Increases the defense of a planet against ground attack/also makes the population stronger/more difficult to kill.


Civil Defense Network?

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  #3  
Old February 7th, 2001, 03:00 AM

Tenryu Tenryu is offline
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Default Re: Would anyone be interested in more planet development?

How about an ability that allows you to have more facility space?

Sub-surface industrial complexes!
Orbital Facilities!
Nomadic cities in space !

Rev-Up your Spin-dizzies!

Drool drool. I want it NOW! LOL!
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  #4  
Old February 7th, 2001, 03:12 AM

Talenn Talenn is offline
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Default Re: Would anyone be interested in more planet development?

Many good ideas but one thing I would not want to see is a return to the late game colony management nightmares that was MOO2. Bleh!

I just have nightmares of being late in the game and then finally researching the 'Uber-Gadgetron 900' and then having to go through each and every world and add one to its queue. 10 Turns later, I get the 'Ultra Gadgetron XL' and its the same headache on every colony. Many games I just stopped researching this stuff cuz it was just too much management to keep ahead of it all.

One thing that really appeals in SE4 is the minimal amount of colony management required beyond the initial queuing. Sure, later on there are some new facilities but not every planet needs/wants them. Better models of current facilities are neatly handled by the 'upgrade' command.

So, I guess its all a question of what you are trying to get from the game. Personally, I like the 'big picture' approach already taken with minimal amounts of Colony management and planning/updating of the same. This is not to say that I wouldnt like to see added options, but I would like them to be just that...options...not more things that you are required to do just to 'keep up with the Joneses'.

Talenn
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  #5  
Old February 7th, 2001, 03:20 AM

SunDevil SunDevil is offline
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Default Re: Would anyone be interested in more planet development?

Talenn,

You've made a good point, I'll try to make a lot of stuff at base level. In other words the first Version would be available either at the start of the game or within the intial or second round of the research project. This way it would just take the update button to get the new/improved Version if there is one. You can only have so many improvements of housing facilities.
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  #6  
Old February 7th, 2001, 04:06 AM

Jason2 Jason2 is offline
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Default Re: Would anyone be interested in more planet development?

I would be worried that this game will bog down in tedious micro-management. It already requires a *high* level of management - any more is questionable.... If it is just a matter of new facilities that improve, I would be open to it. If it meant planets would *have* to have these new facilities, I would not... The problem with Civ and Alpha Centauri is they require so much building that that is 90% of the game... I like the fact that this game seems nicely balanced between a building/management sim and warfare/combat.

Just my 2 cents

Jason2
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  #7  
Old February 7th, 2001, 03:49 PM
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LintMan LintMan is offline
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Default Re: Would anyone be interested in more planet development?

I'd like to see some more interesting facilities become available (ie: defense, prod boost, etc), but the AI would need to be able take advantage of them for it to be fair.

I also agree with Jason2 about the new facils not being requirements. One of the first things I appreciated about SEIV was that you didn't to deal with the have the whole "population appeasement" factor that CIV, SMAC, and so many other 4X games have, where you need to continually build "holo-theaters", etc just to keep your cities from rioting, because they are always on the edge of doing so - you can never keep them happy enough. Blah. Then in SMAC, they did the same thing with polution control as well as happiness - urk.
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