Actually, I should have clarified I was talking about Diplomacy there.mtheminja wrote:It's practically impossible to find players, though...
CF5 Discussion
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Um, no? How were you gonna do that? They're hexagons. They don't perfectly line up. X/Y-axes (plural of axis?) pretty much only work with squares.mtheminja wrote: I'd go for a hex map (better movement) with axis so squares have coordinates.
EDIT: Wait, I read it wrong, but it confused me more. A hex map with squares?
Anyway, I really think you should adhere to the KISS rule: Keep It Simple and Stupid. This isn't real-time, it's turn-based. Turns can take long. It would be best if you tried not to make turns longer by adding complicating stuff.
Resources are a good idea, but it's best kept simple. Something like money, or building materials, maybe both. Just don't get too worked up on this.
Finally, and this is just a little more of a personal wish, for the love of God, keep it an RP. Don't go where the last Cold War went.
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You had fun with those Highly Efficient Refinement Processing Extraction Systems and Heavy Ordinance Mass Obliteration cruisers, didn't you?Squishy wrote:Only if i get to keep the inappropriate acronyms crap from the old CF table.
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As stated before, I hate grids for the sole reason that people generally don't tend to understand them. Just as mtheninja had to show you what he meant. It also makes it more complicated for me since I have to come up with a coordinate system and a movement system, as well as a 'zone-of-control' system which would allow for the type of military actions I'd like to have. With a risk-like board, all of those problems are negated.
As par variable movement speeds, I'm doing away with them entirely. More powerful engines will have tactical uses only. You can only move one territory per turn. It's the simplest method, and it allows for more strategic depth, if at the cost of speed.
Lastly, as far as resources go, here's some hard information for you to digest:
I've been thinking of a custom resource system, and I'm not sure if it's simple or not. It's much like civilization-style resources (you either have resources connected, or you don't, with some minor changes), except with the ability to make up new resources on the fly. So, say you have a resource, (Hypersteel). Say you want to make a lighter version of hypersteel. You develop this new resource in your labs, and you come up with (Al-Steel). Hypersteel would still exist, but you can begin replacing your infrastructure to produce this better, more improved (Al-Steel).
As far as the procedure of steps goes, it's:
1) Think of Idea
2) Ask to develop new material
3) Pay and Wait
4) Benefit
I think it's a superior system to any resource system I've seen so far, but I'm not sure if it's worth it, as far as administrative hassle goes. Would you rather play with these custom resources, or with no resources (other than money) at all?
(And as for the followers of the old thread, I've gotten rid of the 'unique' resources. Too complicated, for both me and the player.)
As par variable movement speeds, I'm doing away with them entirely. More powerful engines will have tactical uses only. You can only move one territory per turn. It's the simplest method, and it allows for more strategic depth, if at the cost of speed.
Lastly, as far as resources go, here's some hard information for you to digest:
I've been thinking of a custom resource system, and I'm not sure if it's simple or not. It's much like civilization-style resources (you either have resources connected, or you don't, with some minor changes), except with the ability to make up new resources on the fly. So, say you have a resource, (Hypersteel). Say you want to make a lighter version of hypersteel. You develop this new resource in your labs, and you come up with (Al-Steel). Hypersteel would still exist, but you can begin replacing your infrastructure to produce this better, more improved (Al-Steel).
As far as the procedure of steps goes, it's:
1) Think of Idea
2) Ask to develop new material
3) Pay and Wait
4) Benefit
I think it's a superior system to any resource system I've seen so far, but I'm not sure if it's worth it, as far as administrative hassle goes. Would you rather play with these custom resources, or with no resources (other than money) at all?
(And as for the followers of the old thread, I've gotten rid of the 'unique' resources. Too complicated, for both me and the player.)
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tl;dr-ers will be shot on sight.
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tl;dr-ers will be shot on sight.
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"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
The first time you mentioned it, I didn't like the idea, but I've given it more thought, and that resource system could work. To use it though, you really have to balance it so that isolationists who don't trade their researches ever get left behind, like in civilization, or you might as well not use resources at all. As I said earlier, the best way to get that to happen is to make it so it is a very expensive venture to research a material, but cheap to share and use it after.
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The basic resource types I would use are fuel(from uranium to deuterium to antimatter), construction material(nanosteel, titanium, etc.), and electronics material(silicon, graphene, etc.). I would have it set up so that resources enter the market after being harvested, and can then be bought by players who have access to the markets.
Example:
Three nations, A, B and C.
Nation A's steel plant produces 500 steel, and is shipped off to a market-linked world.
Nation A then decides to build a ship that would take 600 steel to build, so it buys the 500 steel off the local market.
To get the other 100 needed, nation A buys it from nation B, who has trading links with A.
The 100 steel reaches the production yard after the other 500, but was not too late so as to slow the building process.
It might be a little tricky to keep track of manually, but a simple program would probably suffice to keep track of everything.
Example:
Three nations, A, B and C.
Nation A's steel plant produces 500 steel, and is shipped off to a market-linked world.
Nation A then decides to build a ship that would take 600 steel to build, so it buys the 500 steel off the local market.
To get the other 100 needed, nation A buys it from nation B, who has trading links with A.
The 100 steel reaches the production yard after the other 500, but was not too late so as to slow the building process.
It might be a little tricky to keep track of manually, but a simple program would probably suffice to keep track of everything.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2267]Ships of the Imperial Tul'tharian Navy.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
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I have played civ, I was just tossing in what I would do. The economy would still be run by the players, since they would be the ones building the production facilities, setting up trade routes, etc. Basically, I was trying to factor the location of the needed goods into the equation, and the transportation of them to where they need to be.
Actually, now that I think about it, it seems to be closer to The Settlers, minus the buying the resources part. Heck, you can forget about the buying, kind of a silly idea.
Actually, now that I think about it, it seems to be closer to The Settlers, minus the buying the resources part. Heck, you can forget about the buying, kind of a silly idea.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2267]Ships of the Imperial Tul'tharian Navy.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2878]Minifleet Project.[/url]
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Wtf? When'd we cast resurection on you TBE? And he was talking about natan_j.
Anyways, space bodega? Never heard of it.
On a more serious note, as par the 'isolationists' thing, there is ctually a pretty simple fix: even if you 'trade' technologies, you still have to research them in order to use them. It was this fix proposed by this clone of Civilization that I had seen, which would balance out research trading.
Anyways, space bodega? Never heard of it.
On a more serious note, as par the 'isolationists' thing, there is ctually a pretty simple fix: even if you 'trade' technologies, you still have to research them in order to use them. It was this fix proposed by this clone of Civilization that I had seen, which would balance out research trading.
[url=http://www.fallingsandgame.com/][img]http://www.gaussianstudios.co.cc/hosting/fsgbanneram3.png[/img][/url]
tl;dr-ers will be shot on sight.
[size=75][url=http://bsf.wikidot.com/]BSF Wiki[/url]
"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
tl;dr-ers will be shot on sight.
[size=75][url=http://bsf.wikidot.com/]BSF Wiki[/url]
"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
Wait, back up:
The problem was making sure trading is better than not trading (or no one will ever trade, meaning you might as well get rid of it altogether); I guess my wording was pretty ambiguous before. What your idea would do is make trading exactly the same as researching it yourself (BTW, that clone of Civ makes no sense unless it lets you get techs you haven't reached on the tech tree yet).mtheminja wrote:You really have to balance it so that isolationists who don't trade their researches ever get left behind, like in civilization, or you might as well not use resources at all.
So what you should do is make techs close to free to trade (e.g. other than what the seller charges for the tech, all you have to pay is half the price of researching it, and it doesn't take any time), not make them close to researching it yourself.mtheminja wrote:The best way to get that to happen is to make it so it is a very expensive venture to research a material, but cheap to share and use it after.
Office hours: 12:30-2:00 PST M-F, in #BSF.