tag:blogger.com,1999:blog-2155975839837227856.post2088346653338977597..comments2024-02-26T01:40:18.159-08:00Comments on Beyond Beyaan: MicromanagementAnonymoushttp://www.blogger.com/profile/01783554795252345413noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-2155975839837227856.post-88029911959890141222012-12-14T13:43:40.191-08:002012-12-14T13:43:40.191-08:00To be fair, I think the colonization and explorati...To be fair, I think the colonization and exploration stuff sounds ok. I'm planning to do something kind of similar in my game. The player can build an abstract "interstellar transport infrastructure" that enables movement of people and goods between systems. It's really just a bunch of abstracted transport ships. If the player wants to move something, he just says "move this from here to here" and if the ship capacity exists to do it a transport ship will appear to move things. This subtracts from the remaining capacity, so its possible to be moving so much that you have to wait a few turns until capacity becomes available. <br /><br />I also plan to make it so that having this system enables automatic/AI controlled migration, but that this migration does not take away capacity points. You'd want to build the infrastructure to allow your populations to migrate on their own, but you don't want to fight against it.<br /><br />Finally, I might use this system for exploration and colonization too. Just say "explore here" or "colonize here", maybe go through an extra step to choose what population to move there (if colonizing), and a transport ship is dispatched. Perhaps pay a fee for the ship to carry a colony module or an exploration module or something. No need to specifically build colony ships or to worry heavily about maintaining exploration ships.<br /><br />Of course, the player is also free to build dedicated exploration and colony ships if he or she likes, but this system would just make things simpler if needed.<br /><br />However, wrapping strategic fleet positioning into such an approach sounds like it goes too far. It takes away a key element of this type of game. Better to figure out ways to make management of the fleet/ships easier while maintaining strict tabs on their locations and speeds.RJMeyershttps://www.blogger.com/profile/10148496665487999948noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-39906723891999980482012-12-13T09:05:16.835-08:002012-12-13T09:05:16.835-08:00That sounds like it would make 85% code already do...That sounds like it would make 85% code already done useless. But aside from that I'd really like to return to the "final war" issue. For example, in Master of Orion 2, why it happens almost every time?<br /><br />The AI doesn't surrender. Nor does it give up planets without the fight. That led me to idea of a game mechanic that would resolve the "final war" at some point prior the total annihilation. For instance, if player A proved it self to be superior by having more industry points in ships and higher win/loss ratio than the player B, he has an option to trigger the mechanic. The mechanic can be something simple as complete surrender of B's colonies to player A, surrender of some colonies or something more complex such as arranged duel. The duel would require from inferior (B) player to defend a certain system. If B wins, A can't take aggressive action against him next X turns but if he loses it has to "reduce" his presence in the galaxy. Again, it could be complete surrender or giving up some colonies.<br /><br />There is also another thing that almost always happens in the Final War. In order to speed up the war (in terms of real life time, not in game turns), human player simply bombs the AI to the stone age or destroys the planets to prevent recolonization. Preparing and performing ground invasions on every besieged colony takes extra effort and time and the reward is minimal. This is lot less severe issue that the Final War it self but it would be nice that colonies under heavy bombardment sometimes show the white flag in order to survive.<br /><br />And one more thing, what is your opinion on mind control/reprogram feature as an option besides bombardment, destruction and invasion.Ivan Kravarscanhttps://www.blogger.com/profile/06686707414520299577noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-77447048735692055712012-12-12T15:53:37.295-08:002012-12-12T15:53:37.295-08:00:(
I really like the concept of being an Emperor ...:(<br /><br />I really like the concept of being an Emperor and telling people to go explore this system without worrying about details. But on the other hand, it sacrifices a lot of strategic features, once you colonize a planet, it instantly falls under your defense...<br /><br />You're right, part of the fun is the strategic aspect... I'll think on this and see if I can come up with something that merges the two approaches...Anonymoushttps://www.blogger.com/profile/01783554795252345413noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-24222728116933170842012-12-12T15:37:18.311-08:002012-12-12T15:37:18.311-08:00So there's no such thing as a poorly defended ...So there's no such thing as a poorly defended position under the new system. You and your enemy are equally strong across their entire territory and there are no strategic decisions below the diplomatic level.<br /><br />Brent. This system sounds awful.<br /><br />Warped Realitieshttps://www.blogger.com/profile/06573825162106374182noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-77638274600255982322012-12-12T13:47:27.314-08:002012-12-12T13:47:27.314-08:00Actually, the more I think about it, the better th...Actually, the more I think about it, the better this new approach sounds!<br /><br />It will also simplify space combat (I originally planned on supporting multiple sides) so there's only two sides, making for much simpler ship placement and shorter battles.<br /><br />The new approach also enables the diplomatic option of lending an empire some ships for a set number of turns. No need to worry about managing those ships, they're just in your list of available ships to use when attacking.<br /><br />When exploring a system, once it's explored, and if you don't colonize it, it will say "X turns since last explored", and it's possible that you launch a colonization effort only to find that someone already colonized it!<br /><br />With that in mind, all empires will be in contact with each other from the beginning, but their locations will remain hidden unless you find them, or you sign an alliance treaty.Anonymoushttps://www.blogger.com/profile/01783554795252345413noreply@blogger.com