Registration Date: 13.03.2008
Posts: 76
Location: Timezone ain't gonna be given away
Races
Suggestion for Races:
No races should have a tech tree of their own. 'Cause we all live in the same world so how different can our technolongy be?
Instead each 'Race' should have some kind of advantage like 1 of them is really good at doing science, another production...
Races:
Insectoid: +2 food per farmer, +1 production per worker. +10% light dmg. (2 farms and a factory on every planet)
Reptilian: +2 credit per pop,* +1 science per scientist. +10% speed all vessels. (1 university and an automated factory only making money)
Mammal: +2 production per worker, +1 credit per pop.* +10% bombing dmg. (1 automated factory and a factory only making money)
Fish-ling: +2 science per scientist, +1 food per farmer. +10% heavy dmg. (1 science lab and a farm on every planet) *(I am not familiar with system, regulation may be needed to prevent overpowering/-weakening)
^ This will greatly change the gameplay of all players. If you have to choose one then your strategy will be set for the game...
If the commerce system is implemented there will be loads of new possibilities per race. If the ground combat system finally takes hold the races will each excel at their own form of combat. Massed flood, quick raids, preliminary bombardment and superior firepower...
Edit: of course you should only choose one when entering a galaxy not while making your account... players should not be forced into some style they should discover their own...
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This post has been edited 7 time(s), it was last edited by Hesoe: 27.03.2008 15:51.
24.03.2008 23:07
DarkLStrike
Assigns Gov Schwarzenegger to all Planets
Registration Date: 14.01.2007
Posts: 882
the current race system will unbalance the game. The bonuses must be applied in percentages like this:
Insectoid: +10% food per farmer, +5% production per worker. +10% light dmg.
Reptilian: +10% credit per pop,* +5% science per scientist. +10% speed all vessels.
Mammal: +10% production per worker, +5% credit per pop.* +10% bombing dmg.
Fish-ling: +10% science per scientist, +5% food per farmer. +10% heavy dmg.
Registration Date: 13.03.2008
Posts: 76
Location: Timezone ain't gonna be given away
Thread Starter
Actually i think your system will make bigger players get an extremely large advantage... Mine was centered more around giving a constant addition instead of depending on the number of factories you got...
But it was only a suggestion so... All thoughts welcome
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25.03.2008 15:56
DarkLStrike
Assigns Gov Schwarzenegger to all Planets
Registration Date: 14.01.2007
Posts: 882
and your system would severely unbalance early games.
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25.03.2008 20:42
kickthecat75
Assigns Gov Schwarzenegger to all Planets
Registration Date: 08.03.2008
Posts: 763
Location: Yorktown, Va
so this is kinda like the sins of a solar empire system....
Registration Date: 13.03.2008
Posts: 76
Location: Timezone ain't gonna be given away
Thread Starter
my idea was to severely unbalance early games...
but still... how unbalanced will they become... Insectoid will get pop faster and so more 'stuff'... Reptilian and Mammal will get buildings faster and so more 'stuff'... Fish-ling will get better stuff faster and so more 'stuff'... They're all centered on reaching the same goal... It's just the playing style that differs...
Insectoid and Mammal are quick expanders while Reptilian and Fish-ling are the ones who build up their own system before moving on...
Reptilian and Mammal are Attackers while Insectoid and Fish-ling are Defenders...
They're not dead-set though since they each cancel each other out... a Reptilian attacking a Fish-ling will not have much of an advantage...
But maybe i'm missing something... May be it should be percentage...
We'll be able to settle on percentage taking the factories, universities and labs out of the equation...
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26.03.2008 21:21
kickthecat75
Assigns Gov Schwarzenegger to all Planets
Registration Date: 08.03.2008
Posts: 763
Location: Yorktown, Va
well...id have to say...this is cool maybe we can make both see what erwin likes most then use that? i dunno im thinkin outloud
Originally posted by Hesoe Insectoid: +2 food per farmer, +1 production per worker. +10% light dmg.
Reptilian: +2 credit per pop,* +1 science per scientist. +10% speed all vessels.
Mammal: +2 production per worker, +1 credit per pop.* +10% bombing dmg.
Fish-ling: +2 science per scientist, +1 food per farmer. +10% heavy dmg.
bonuses to credits per pop is less than food per farmer is less than science per scientist is way less than production per worker. light damage is less than heavy and bombing is way less than speed. since all resources are not created equal trying to distribute them in this manner would only result in one race being superior to the others. I see that you have tried to distibute them probably with his same order in mind. Balancing different races is a very long process and can only be done with play testing. don't get me wrong, i REALLY want some races added in. i like them for the very reasons you outline but i just can't see them as a practical addition right now. they will probably never be a practical addition.
p.s. percentage is better than set numbers. one word- scaling
__________________ If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done. -Peter Ustinov-
Experience teaches only the teachable. -Aldous Huxley-
I agree with UC here. If you add races you have to take some of the most important things into account and not just try to go for all abilities.
Most likely something along the lines of:
Race1- +10% production
Race2: +10% ship speed.
Race3: +10% Heavy Firepower
Obviously just something off the top of my head and they'd have to be looked into, but now you have three races that can affect playstyle. I don't honestly think the %'s should all be the same as each option affects a player in different ways.
Upon thinking about it, you could totally change people's playstyle also by perhaps instead of a player gaining +10% heavy firepower. Make it +30% or so turret damage and shield power. This allows for a player to choose a defensive game instead of an offensive game.
Honestly along those lines though, you would really want totally different race statistics to really change the game. Just changing certain numbers doesn't really do that. Like mentioned above though, giving bonuses to defense can really change the actual game.
So as another example option to think about :
Race1: +10% production, +10% ship speed (You are looking for fast building and moving. the Blitzkrieg option)
Race2: +10% to all Defensive installations, +10% planet space. (this is for the defensive players who want to take their time getting into the game.)
Race3: -1 to research modifier. +10% bombing firepower.(This is for players that want to use tech to break through their opponents guard)
i agree it is a good conversation. about 6-9 months back i worked out a real detailed suggestion on races but i had a computer "issue" and it was lost in the changeover. i couldhave saved it but i choose not to because i figured it was a futile suggestion for the reasons i brought up in my above post. kind of regretting that decision right now though...
__________________ If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done. -Peter Ustinov-
Experience teaches only the teachable. -Aldous Huxley-
27.03.2008 15:01
kickthecat75
Assigns Gov Schwarzenegger to all Planets
Registration Date: 08.03.2008
Posts: 763
Location: Yorktown, Va
how bout this
race1 - science
race2 - building masses
race3 - makeing loads of food
that way there is a race for evey kind of thing sept money
you could make your own race by adding bonuses and penalties, where the amount of bonus and penalty can be tweaked to balance out the different advantages. (stable economy was worth a lot of points, as well as creative (researching all techs, instead of just on per field)... while not being able to communicate with others (repulsive) was a lot of negative points (ie choosing it gives you more points for other positive bonusses).
I think this would go a long way towards allowing flexibility and different type races, while keeping things balanced, and at the same time making the player able to tweak his race for the purposes he desires most (instead of giving a few preset ones that are'n quite what I want.
)
Registration Date: 26.12.2004
Posts: 8,274
Location: Vienna, Austria
Sounds weird, but in theory that would be possible...
What probably would make more sense is different races have their own technology tree: like some races do have cloaked ships, others don't - or other race specific technologies. This idea has been proposed by azazel by the way