tag:blogger.com,1999:blog-2155975839837227856.post7485224797988117161..comments2024-02-26T01:40:18.159-08:00Comments on Beyond Beyaan: Avoiding Research as "Overpowered Trait"Anonymoushttp://www.blogger.com/profile/01783554795252345413noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-2155975839837227856.post-75177340584620758962013-06-17T10:39:09.731-07:002013-06-17T10:39:09.731-07:00About the damage reduction. You could consider som...About the damage reduction. You could consider some of the ways rogue-likes deal with it.<br /><br />Most (I think) use chance. If you have 15 "armor" then you will be able to block up to 15 damage, but I think it uses two numbers between 0 and 15 and averages them.<br /><br />Another uses two numbers to determine how much damage is blocked, an armor number and a "hardiness" percentage. The armor is the maximum amount blocked and the hardiness is the percentage of incoming damage that can be blocked.<br /> - This could lead to different classes of shields, some that have a low armor, but high hardiness, and others that have high armor and low hardiness. They would be good at large number of weak attacks and small number of strong attacks, respectively.<br /><br />To me, I think shields should be able to regenerate quite quickly. If a shield has 10 HP in your system, I think it should replenish ~1-2 HP per turn. If that's too overpowered, there could be some sort of shield generator which powers the shield and it too has a HP amount - although this might be too complicated. The generator could have maybe 30 HP while the shield only has 5 HP. The shield would replenish ~3 HP per turn and the generator would replenish slowly, ~0.5 per turn. This would make it so that in a prolonged fight, shields would be destroyed, but they still have the ability to regenerate.Eriknoreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-90715328387080013862013-06-03T01:01:18.826-07:002013-06-03T01:01:18.826-07:00I agree, ideas are usually hardly transformable to...I agree, ideas are usually hardly transformable to match into the structure of another game - for example your game has so different focus, that I basically haven't found anything useful to me. E.g. you seem to be rather use MoO2 as a base, not MoO1 like me.<br />On the other hand, I have created a new research and diplomacy system (these are my main focuses), and I would hate to see them in a game before I release mine :(<br />And I have found 2 guys, whose ideas are easy to use - I guess you can find out one :)<br />Also there are several ideas which are coming from completely different games. E.g. check Gratuitous Space Battles [ http://positech.co.uk/gratuitousspacebattles/ ]<br />I don't want to completely copy it as the solution for space battles (though I played with that idea), but it gave me several new concepts to use.<br /><br />So it _is_ possible to assimilate ideas (resistance is futile), and my hybris says: be careful :)<br />TBSSnoreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-57333715385751865852013-05-28T06:40:41.679-07:002013-05-28T06:40:41.679-07:00If stealing idea sounds easy but it isn't, oth...If stealing idea sounds easy but it isn't, otherwise there would be a game capturing the spirit of space combat in Master of Orion II. Can you at least tell where are you putting emphasis in your game? Colony management, combat, something else?<br /><br />Have you found something useful in my project for your game?Ivan Kravarscanhttps://www.blogger.com/profile/06686707414520299577noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-56026298182504350872013-05-28T02:15:58.513-07:002013-05-28T02:15:58.513-07:00LOL - I am not hiding because of my shyness, but b...LOL - I am not hiding because of my shyness, but because of my pride :)<br />I still has the misbelief that I can make some money out of it - and that my ideas would be stolen if I would made them publicly available. :)<br />I think the latter assumption is reasonable - based on the length of my development and the fact that me myself regularly check other similar games for new ideas. :)<br />In fact I have already checked your pages as well... months ago :)<br />TBSSnoreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-1907059969056545542013-05-27T04:49:57.550-07:002013-05-27T04:49:57.550-07:009 years? That's a long time! You have some scr...9 years? That's a long time! You have some screenshots? Don't be shy, I see that you talk about it with great pride.<br /><br />It's easy to open repository on Google project hosting, Sourceforge or GitHub. It will save your work if something goes wrong with HDD and may rise awareness of your project.<br /><br />I work on a 4X game too, Stareater (also known to Google as Zvjezdojedac). 4 years of development, rewriting it for a third time and it may as well take another two years to finish it. I too don't have much spare time but it's slowly progressing. As I've seen, it common for grand strategies developed by a single guy to have this long development cycle. Development of C-Evo (similar to Civilization II) took about 7 years, FreeOrion in development since 2005 and Master of Orion III is still not finished. OK, I'm joking there :).<br /><br />I'm curious about your story.Ivan Kravarscanhttps://www.blogger.com/profile/06686707414520299577noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-10499998220336625892013-05-27T01:40:02.106-07:002013-05-27T01:40:02.106-07:00I understood that you wanted to raise the importan...I understood that you wanted to raise the importance of those areas - however it's still hard to imagine how could spying or economy decide a war - except of course by easing the acquisition of new technology.<br />Diplomacy is a weak point I agree - that's why I have a brand new diplomacy system.<br />Maybe better ecology could somehow attract the citizens of the other nation:<br />- ease getting spies and agents<br />- raise the chance of a revolution<br />- raise the chance of quitting the war<br />... or something like these.<br /><br />On the repair ship/infrastructure topic: what if you don't have to manage that?<br />I mean the infrastructure / ship question can be easily managed by your sliders (maybe add some kind of priority setting for repairing old ship vs. building new ones).<br />The other question is simple: all ships repairs as allowed by the ecology of the planet they are orbiting around. The player wants to deal with moving ships to another planet for faster repair in only one case: when he is short of ships and in a war. In this case it's completely ok that he have to micromanage - in this situation everybody does that.TBSSnoreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-16801487877528642232013-05-27T01:20:37.130-07:002013-05-27T01:20:37.130-07:00Yes, I do, in my spare time - since 9 years or so ...Yes, I do, in my spare time - since 9 years or so :)<br />I don't have too much spare time :(<br />There is no publicly available webpage, repository or anything however.<br />TBSSnoreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-91862183945187549232013-05-25T00:46:01.998-07:002013-05-25T00:46:01.998-07:00What do you mean by "invented something simil...What do you mean by "invented something similar"? You work on a game too?Ivan Kravarscanhttps://www.blogger.com/profile/06686707414520299577noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-30023417289703481112013-05-24T13:28:42.474-07:002013-05-24T13:28:42.474-07:00TBSS - The problem isn't that technology is ov...TBSS - The problem isn't that technology is overweighted. The problem is that other fields aren't as important or good. Basically the races that can research and produce the most wins. Diplomacy, economy, trading, spying, etc. are "weak" perks.<br /><br />My aim is to boost them so they're more viable and people might want to select those perks.<br /><br />As for spying ideas, go ahead and "borrow" them :)<br /><br />Ivan, you bring up a good point. Maybe instead of affecting military immediately, I can have ships stay damaged after combat, requiring you to repair them. With population's production being lowered, it'd be more difficult repairing ships than if you have full production. The problem now is micromanagement. It'd be tedious telling your ships to go repair, and to which system, then having them rejoin your fleet. But the economy idea is the same. I'll need to brainstorm a way of making it enjoyable to manage repairing of infrastructures and ships (ground combat and space combat can damage both).Anonymoushttps://www.blogger.com/profile/01783554795252345413noreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-27191461093333227432013-05-24T06:19:59.474-07:002013-05-24T06:19:59.474-07:00Generic comment: not sure if it's a problem at...Generic comment: not sure if it's a problem at all if technology overweighted - psilon-like races serve as kind of handicap system for weaker players...<br />Additionally to that, technology _must_ be important, otherwise the result will be something like Civ 1 - troops with bronze weapons can easily defeat a tank. I don't think that's either reasonable or desirable.<br /><br />Specific comments:<br />Production - I already invented something similar, so it's definitely a good idea :)<br /><br />Spying - good ideas, I think I will steal some of them :) (unless you put a lock on them of course :) )<br /><br />Diplomacy - I am not sure if such level of micromanagement in diplomacy is a good idea or not (it may be, I really don't know yet) - however you gave me some new ideas for future improvements in this area - thank you.<br /><br />Economy - first, I simply hate the idea of dealing with food (or anything else specific) - money should handle those. To me this was one of the biggest weaknesses of MoO2. Good economy means more research points/industry points/whatever - and that's all. On the other hand, in MoO1 Klackons (with their production bonus) was considered as one of the strongest races - so yes, there are good examples as well, without building a whole system just for balancing purposes. But it may turn out to be a good idea - we will see.<br /><br />And the last part: those problems were all solved in MoO1 (except boarding which is a pity). Lots of weak ships could easily destroy a few large ships - especially if you used anti-shield weapons (like the neutron stream projector). On the other hand, large fleets were vulnerable to streaming weapons or to the black hole generator. I'll be curious if you can build a better system than that - it won't be easy...<br />TBSSnoreply@blogger.comtag:blogger.com,1999:blog-2155975839837227856.post-3797948996176785412013-05-24T03:56:57.574-07:002013-05-24T03:56:57.574-07:00I like your ideas!
1. Production - I don't th...I like your ideas!<br /><br />1. Production - I don't think I have seen that in any game. Cool idea. Warmongers would develop a lot of military tech but would lack in other areas, terraformers would be good in "green tech" and so on.<br /><br />2. Spying - Playin as Darloks in MoO 2 can be rewarding. Psilons are usually tough to crack (spy defense bonus from dictatorship) but Sakkras and Silicoids won't surprise you with plasma cannon, admantium armor and thorium fuel. Generally spying in 4X genre is weak so it would be good to see some better desigend espionage system.<br /><br />3. Diplomacy - I like those ideas too but my biggest complaint to diplomacy in other 4X games is that AI never surrenders. Demand AI's city in Civ 3/4, not gonna happen no matter how may tanks you have on the border. Demand a system in MoO 2, may pass once but most probably will and up with holy war against you. Stating and proving that you are stronger and willing to cease fire if the opposing side surrenders certain part of the empire, no option for that in diplomacy GUI. Ultimatums too generally do not exist in the genre.<br /><br />4. Economy - I SM Alpha Century it's possible to use economy for winning. Either corner the market or buy raw buying power. Your idea is good too but not all things should scale down shortage. Armor for instance should be more tolerant to the lack of maintenance than weapons. Reactor without fuel is not going to produce energy. Armor without replacement parts will slowly decay, won't "regenerate" but won't suddenly be at 50%.<br /><br />Regarding damage reduction, I hate it and love it at the same time. I've seen a few methods for avoiding reduction cliffs (when all damage is neutralized): guarantied damage, applying DR to portion of damage and nonlinear reduction. In Starcraft 1 DR can't reduce damage below 0.5, in Titan Quest DR is applied to 65% (more with certain skill and items but it's capped) of incoming damage and in Warlords Battlecry DR is non linear. It's linear up to 50% of incoming damage after that extra DR is repeatedly halved and applied to the half of the remaining damage. That way damage is never going to be completely negated and there is no need for exception from the rule.<br /><br />Your approach is nice too just don't make absorption "HPs" too small. Also how would absorption "HPs" go with primary HP regeneration?Ivan Kravarscanhttps://www.blogger.com/profile/06686707414520299577noreply@blogger.com