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  #31  
Old April 1st, 2005, 06:11 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Why? It just reduces my options.
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  #32  
Old April 1st, 2005, 06:22 PM

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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

I must say, I really don't like that idea. At the very least, make it an option.
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  #33  
Old April 1st, 2005, 06:28 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Quote:
narf poit chez BOOM said:
Why? It just reduces my options.
How so? I think it would increase your options. If you really need a particular tech RIGHT NOW, you could take the loss and get it faster, but always putting 100% into one tech at a time is no longer the only reasonable thing to do in a fiercely competitive game.
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  #34  
Old April 1st, 2005, 07:03 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Just got to look at the new screens. OMG!! They look awe inspiring!
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  #35  
Old April 1st, 2005, 08:24 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

No, it increases the trade-offs I have to make, but it reduces the time I can focus on one area if I want, thus reducing my options.
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  #36  
Old April 1st, 2005, 08:35 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Decent eye candy, promising screenshots.

Typo: In the ground facility screenshot (lower right, 8th of eight shots) the word "Ordinance" should be "Ordnance" (no "I"), meaning "weaponry". Ordinance (with an "I") is a municipal regulation.

Thoughts: More complex/detailed game means either more micromanagement or more use of AI ministers, which will probably be much less effective than human players. More options makes it harder to program competent AI functions. I hope MM provides players with more "hooks" into the AI, so talented modders can take up the slack.

It may also take more post-release testing and patching to get the game into an "almost right" state comparable to SEIV Gold's v1.91.

On the other hand the designers seem to have planned some nice features for the game; with luck most of them will actually be implemented.

So overall I guess I'm hopeful, but wary.
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  #37  
Old April 1st, 2005, 08:45 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Actually, that ship might be a space-borne colony, and as such needs ordinances
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  #38  
Old April 1st, 2005, 08:57 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Quote:
narf poit chez BOOM said:
No, it increases the trade-offs I have to make, but it reduces the time I can focus on one area if I want, thus reducing my options.
Huh? My proposal wouldn't affect how long you can focus on one tech at all. Hmm, maybe I used the wrong word there. By "losing" I meant "wasting". Investing 100% in one tech area would only add 75% of your research points for the turn to your progress in that tech, but would have absolutely no effect at all on your research rate in later turns. You could spend up to 50% on each tech and get the full value of your research points, but each 1% more than that would only give .5% more progress. Keep in mind that these numbers are only for example purposes; personally, I would prefer an even lower limit for getting full value and a graduated system where the portion of each extra percentage point that gets wasted increases as the total percent allocated to the field increases.
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  #39  
Old April 1st, 2005, 09:14 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Quote:
Hunpecked said:
Typo: In the ground facility screenshot (lower right, 8th of eight shots) the word "Ordinance" should be "Ordnance" (no "I"), meaning "weaponry". Ordinance (with an "I") is a municipal regulation.
It isn't even in beta yet, give Aaron time!
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  #40  
Old April 1st, 2005, 09:51 PM
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Default Re: Malfadors New Site Is Up WITH SCREEN SHOTS!

Don't hold your breath on ordnance... Aaron armed ships with proclamations and laws in SF too...
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