Cosmic Supremacy Forum » Suggestions » A whole load of ideas » Hello Guest [Login|Register]
Last Post | First Unread Post Print Page | Recommend to a Friend | Add Thread to Favorites
Pages (2): [1] 2 next » Post New Thread Post Reply
Go to the bottom of this page A whole load of ideas
Author
Post « Previous Thread | Next Thread »
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Lamp A whole load of ideas Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Well I guess I should start off saying Hi.

I’m new here, and I’ve only played the tutorial and sandbox so far. I realise that still haven’t had proper experience of the game yet and haven’t even played in an XP galaxy either, but I have read the manual and a lot of the treads on the XP features.

I’ve got a background in Games Design, so I’ve written down a whole load of ideas on the game as I’ve been going along. Maybe they’re useful, maybe not.

I know the big launch is pretty soon so it’s probably a bad time for a whole load of ideas, but hey, at least it might make an interesting read between turns…

Oh, and sorry if I’m suggesting something that already been implemented. Crits welcome.

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
28.02.2009 13:39 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

In the Ships tab, when you click on the icon of a planet in the command column, it would be nice if it took you to the Planet View page for that planet. For some reason I keep thinking it’s something that I can do but it never works out. As it seems intuitive and there’s no other way to do the same thing quickly I think it would be a useful addition. It would also be nice to right-click on a ship in orbit and have access to the Assign min/max crew options.

Some times I order a colony ship to colonise a planet when there’s already another colony ship heading there. It would be nice if there was some kind of indication that there’s already a ship on its way before I make the click, OR some kind of pop-up saying something like “Ship: XXXX is already plotted to colonise this planet in ETA X. Which ship would you like to send? A / B”.

Tag planets:
When I’m scouting a galaxy I start planning what I’m going to do with the planets I find. For example I might start planning which ones I’m going to colonise in what order, or whether they’re going to ship builders or researchers etc. What I’d like to be able to do is right-click on any sun or planet, select ‘Add Tag’, a little ‘tags’ box pops up with:
Tag Type [ ]
Tag Value [ ]
So you could type something like: Type = Colonise, Tag = Science
Then you could add another tag like: Type = Attack Priority, Tag = 3,
The original idea was simply that you make notes on planets and see the notes with the mouse_over info. The real power in it is that you could combine tags with Admirals and Governors.
Eg:
If Tag [Colonise] exists
Send colony ship to colonise

If Tag [Colonise] has value [Science]
Assign Govoner [Science]


I’m not sure if you can do things like this yet but to dynamically change named planet lists would be useful.

If ‘Planet List’ [Temp] exists
Delete ‘Planet List’ [Temp]
Create ‘Planet List’ [Temp] //
Add planets to ‘Planet List’ [Temp] if: Planet is unclaimed.
Remove planets from ‘Planet List’ [Temp] if: Planet Tag [Colonise] does not exist.
Remove planets from ‘Planet List’ [Temp] if: Planets is already plotted for colonisation (ie a ship is already on the way).

Pick a ‘Target Planet’ from ‘Planet List’ [Temp] using [Highest Tag Value] of Tag: [Colonise Priority]. (assumes the tag has a number, NAN excludes the planet).
Send colony ship to colonise planet [Target Planet].

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
28.02.2009 13:40 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Unspent credits should accumulate interest at the end of each turn. The amount of interest that you get could be based on something like the number of banking structures.

Advancing in the tech tree:
Firstly, I’d like to be able to set up a research queue and not rely solely on the auto-research-rout function.

Secondly, I’d like all the research to go into you ‘Research Base’. The ‘Research Base’ would be like credits that you ‘spend’ on the next technology up the tech tree. The purchase would happen automatically if you have a research queue in place. One of the benefits of keeping track of research points in this way it that you could trade them. All unspent research points would accumulate interest: something in the order of 0.5-5% per turn once you include potential boosts from doctrines.

Research points could be traded between players. On each transaction the receiver’s corruption and science-wastage apply to the amount that you receive, so the bigger nation loses out. Positive modifiers would not apply. The receiver’s corruption should also apply to all credit transfers. This kind of trade could give allies some flexibility, but their combined wealth / research is actually reduced slightly.

When moving ship crew to a planet the command should not be ‘dismiss crew’. Something like ‘Unload Crew’ or ‘Station Crew’ would be more appropriate.

Alternate cloaking: Scanner range = Normal scanner range * 0.9 ^ Cloaking Units
Cloaking units: Each clocking unit reduces the effective range of scans on the ship by 10%. Each further clocking unit reduces the effective range of scans on the ship by 10% of the modified scan range. EG: 1 unit would mean 90% scanner range, 2 units would be 81%, 5 units would be 59%, 10 would be 35%, 15 would be 21%, 20 would be 12% etc. You can keep adding units with cloaking drives and doctrines. For example, a doctrine that doubles the stealth units of a craft would be useful, but would never get to 100%. It’s also a much more flexible system for balancing.

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
28.02.2009 13:40 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Players should be able to construct a ‘Solar Array’. It would effectively be a halo-like space station in close orbit around the sun. The array would gather solar energy for use in defending the solar system. In many ways it would be like a planet, but with severe limitations of facilities and populations size. The solar array would have workers, maintenance costs, require stationed military, and be vulnerable to conventional attack. It would however have unlimited space for defences, scans, and special long-range defences.

Long-ranged defences target enemy ships within a given radius of the station, not just ships in orbit. This sort of defence could have range upgrades allowing a range from 10 to 100 units. These defences could help defend other nearby planets from attack, passing enemy ships, or enemy ships in orbit of any of the nearby planets. The main purpose is to defend the solar system as a whole.

There could be two ways to set up wormholes:

Rogue Wormholes: You build a ship with a Wormhole Manipulator module. This module is linked to the fabric of space itself and any ship with it cannot move faster that 10 units, and cannot use wormholes. The Wormhole Manipulator ship can make a singularity in any empty point of space 40 or more units away from any star. It does not need to be space that you control. The ship is destroyed in the process. The singularity can either be an open singularity, or a linked singularity. An open singularity does not do anything on it’s own, and can only be detected with a singularity scan or wormhole scan. When creating a linked singularity, you must choose an open singularity that you know about. Both singularities then close and connect, making a wormhole between the two points. A Wormhole Manipulator Ship can also sabotage a wormhole by entering it. The nature of the Wormhole Manipulator module tears the wormhole apart, destroying both singularities and the Wormhole Manipulator Ship. Rogue wormholes can be detected by being within 5 units, using a singularity scan, wormhole scan, or following a ship through.

Mechanics: Wormhole Manipulators are extremely slow and easy to detect. If one is approaching your space, it might be best to destroy it before it gets close and creates a wormhole for the main fleet to come through. If you spot an open singularity, you can hijack it by making a new singularity that connects to it making a new attack rout. Wormhole Manipulators could be kept on standby to destroy any threatening wormholes or take down enemy supply lines. You don’t actually own a wormhole, it's just there. Anyone that knows about it can use it, so it could backfire on you if the enemy finds out. You should be able to ‘flag’ a wormhole that you know about as ‘Do not use’ or ‘Do Use’. If set to ‘Do not use’ then you would need to manually tell a ship to use the wormhole, otherwise it would be ignored.

Stellar Wormhole Network: Stellar Wormhole Network: You can build owned wormholes on Solar Space Stations. This type of wormhole requires a special ‘Wormhole Matrix’ structure. Once a Wormhole Matrix is built, it automatically connects with all of your other Solar Arrays that have a Wormhole Matrix. You can also choose to connect to an allies matrix. If the Solar Array is conquered, the wormhole is automatically disconnected.

There should be a way to dismiss military stationed on a planet (if you’re low on money). Doing so might mean that there is a loyalty penalty on that planet.

Bombing should destroy a number of buildings, civilians, and stationed military. The more bombing power you have, the more you damage and kill. When invading, you can determine when to invade - the conditions, such as invading troops are greater than 200% of defending troops. The bombers keep bombing until the conditions are met. Bio bombs would just be another bomb-type weapon, but have a higher chance of killing people, and no chance of damaging buildings. All bombing would induce a loyalty penalty if you conquer the planet.

Hyperspace energy grids: All facilities should get an efficiency boost, around 10% of the boost that PD gets.

There should be a new level of Shipyard required to build each new class of ship hull. Ie: Battleship requires a Level 6 Shipyard.

Ships should be able to be towed by a Tug-Ship (ship with a Grapple module). This allows unmanned ships to be mobbed to a planet where there is sufficient crew.

Edited: Missed a word.
Edited again: Clarification on solar wormholes.

__________________
Cosmic Supremacy - It's not just a game, It's a life style.

This post has been edited 2 time(s), it was last edited by Earendel: 28.02.2009 14:07.

28.02.2009 13:41 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

General Concepts:
Planets should be more effective when perusing a planetary archetype:
Farmer / Breeder: The planet has a huge population and is devoted to growing new colonists / military. Special structures could increase the population limit but have a heavy maintenance cost.
Light Ship Builder: The planet is in some way specialised to make an increased number of lighter ship types, such as multiple smaller cheaper shipyards, or simply lacks the more expensive larger shipyards.
Heavy Ship Builder: The planet is in some way specialised to make the larger ships, such as a larger expensive shipyard. The maintenance cost of the larger shipyards would be that main reason for the existence of Light ship builder planets.
Fortress/Academy: The planet is extremely hard to capture. Military are sent here for training.
Research / Science: The planet has a large population and is devoted to scientific research and increases Empire-wide interest on research points.
Resource: The planet is specialised to generate a specific type of resource.
Wealth: The planet is specialised to generate credits and increase Empire-wide interest on credit.

Star archetypes:
Solar Defence: The star has a solar array designed to defend the solar system using long-ranged defences.
Solar Hyperstation: The star has a solar array that acts as a hub point for the interstellar power network.

Ideas for scans:
Fleet scan should be obvious be default. Either you should know how many ships of what type there are if you can detect any of them, or you can detect the largest size one, plus the total weight of the fleet combined.
Cheap Scans (requires Central Defence Agency)
Planetary Scan – as is, could be used on a Solar Array / Star too.
System Scan – Detects everything within 50 unit of the system for X turns.
Ship Scan – Rout scan, plus Fleet scan, plus Military Scan. Centred on a singe ship / fleet, or an arbitrary point in space. Allows you to detect the equipped modules, units, speed, rank, condition, and rout of all ships within 5 units of the centre of the scan.
Expensive Scans (requires Advanced Central Defence Agency)
Overview Scan – Technology Scan, plus info from their overview screen.
Singularity Scan – from an arbitrary point in space, detects all singularities, hyperspace transmitters / receivers, wormholes, and wormhole manipulators. The radius is 300 units and lasts for X turns. If the other end of a hyperspace power link or wormhole is known, it shows the connection.
Empire Scan – Gives you the target player’s line-of-sight, revealing the locations of all planets and ships including cloaked ships. It does not give information about the ships or planets details.

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
28.02.2009 13:42 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Nongolf Player-Rank: 3 Nongolf is a male
Wins even when not in your Galaxy


images/avatars/avatar-1040.gif

Registration Date: 29.09.2007
Posts: 6,035
Location: Denmark

Thumb Up! Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I'm not going to respond to your every suggestion, (though most certainly deserve it), but I don't think you expected that either. When I ignore some of them, it's mostly due to a disproportional effort of implementation, as related to added game value or impact on game mechanics.

quote:
I’ve got a background in Games Design, so I’ve written down a whole load of ideas on the game as I’ve been going along. Maybe they’re useful, maybe not.

Most seem useful to me, but then again I'm not the one to convince.

What kind of background is this?

POST #1:
All excellent observations. I second every single one.

Quotes in no particular order.

quote:
In the Ships tab, when you click on the icon of a planet in the command column, it would be nice if it took you to the Planet View page for that planet.


That would be nice, though the galaxy map does conter on the planet which means you're only another click away from the planet view itself. Well, two if your map is hidden.

quote:
If you spot an open singularity, you can hijack it by making a new singularity that connects to it making a new attack rout. Wormhole Manipulators could be kept on standby to destroy any threatening wormholes or take down enemy supply lines.


I don't like this. Wormholes are hard to handle as it is, and this would just make it even more difficult, potentially very frustrating.

quote:
Alternate cloaking: Scanner range = Normal scanner range * 0.9 ^ Cloaking Units [...]
It’s also a much more flexible system for balancing.


I don't know that it is. Could you elaborate here?
What's the 'also' about? This seems to be your only argument in favour.

Re: Tags and govenor suggestions: Yay. Seconded!

quote:
There should be a way to dismiss military stationed on a planet (if you’re low on money). Doing so might mean that there is a loyalty penalty on that planet.


I gather you mean 'automatically dismiss'? That would be handy indeed.
If not, it's just a matter of right-clicking the stationed military.

quote:
Bombing should destroy a number of buildings, civilians, and stationed military. The more bombing power you have, the more you damage and kill.


In XP, that is the case.

quote:
Bio bombs would just be another bomb-type weapon, but have a higher chance of killing people, and no chance of damaging buildings.


Indeed. Biobombing is curtailed enough as it is, and the one advantage to them would logically be that you take control of a planet with all facilities intact.

quote:
Hyperspace energy grids: All facilities should get an efficiency boost, around 10% of the boost that PD gets.


Hyperspace tech needs to get fixed on several points. This would be a decent step towards making them worth the effort.

quote:
There should be a new level of Shipyard required to build each new class of ship hull. Ie: Battleship requires a Level 6 Shipyard.


Why?

quote:
Ships should be able to be towed by a Tug-Ship (ship with a Grapple module). This allows unmanned ships to be mobbed to a planet where there is sufficient crew.


That would be very helpful, on the other side managing your ground forces is a prime concern in the game. We've all had unmanned ships floating around, displaying our ineptness for all to see, but maybe this is just making it too easy?

quote:
General Concepts: Planets should be more effective when perusing a planetary archetype:


Again, why?

It seems to me that the types of facilities you build would determine (rather than reflect) the type of the planet, and hence what the planet attributes are (strong/weak points).

quote:
Solar Defence: The star has a solar array designed to defend the solar system using long-ranged defences.

Also in reply to the planetary version of this.
I sort of like this, but off the top of my head, this would make the current approach to scouting impossible, effectively placing all planets under a 'cloud of war' (unseen) unless you use a system scan or move in a large fleet.
I'm sure it would influence a great many aspects of conquest and defence, requiring very great care in implementation.


I generally like you suggestions, but I do feel you skip past the reasoning behind them much too nonchalantly.
28.02.2009 14:38 Nongolf is offline Send an Email to Nongolf Search for Posts by Nongolf Add Nongolf to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Text Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I’ll try and respond to all your points :

quote:
Originally posted by Nongolf
POST #1:
All excellent observations. I second every single one.

Wohoo!

quote:
Originally posted by Nongolf
I generally like you suggestions, but I do feel you skip past the reasoning behind them much too nonchalantly.


He he. Yeah I see what you mean. Originally I wrote them down just as notes for myself, plus there’s already a lot of info there.

quote:
Originally posted by Nongolf
quote:
I’ve got a background in Games Design, so I’ve written down a whole load of ideas on the game as I’ve been going along. Maybe they’re useful, maybe not.

Most seem useful to me, but then again I'm not the one to convince.

What kind of background is this?


I have a degree in Computer Games Design, which included game mechanics. I’m currently a Senior Designer…

quote:
Originally posted by Nongolf
quote:
In the Ships tab, when you click on the icon of a planet in the command column, it would be nice if it took you to the Planet View page for that planet.


That would be nice, though the galaxy map does conter on the planet which means you're only another click away from the planet view itself. Well, two if your map is hidden.

That’s what I do, but I’m usually zoomed out a lot so it also involves a lot of mouse-wheeling. Maybe there’s a zoom in button that I don’t know about.

quote:
Originally posted by Nongolf
quote:
If you spot an open singularity, you can hijack it by making a new singularity that connects to it making a new attack rout. Wormhole Manipulators could be kept on standby to destroy any threatening wormholes or take down enemy supply lines.


I don't like this. Wormholes are hard to handle as it is, and this would just make it even more difficult, potentially very frustrating.


Well, the reasons for this would be that you shouldn’t actually ‘own’ the singularity. It’s just there. Also, open singularities would be hard to detect so it wouldn’t be a problem unless someone scanned the area or saw the Wormhole Creator ship mysteriously disappear. The thing is, unless there is some kind of manned gate at either end of a wormhole, how can you stop other ships from using it? That’s also the reason for building wormhole matrix / gates on the proposed Solar Stations / Arrays. Because you have men there, you’d be able to disconnect it at any time.

quote:
Originally posted by Nongolf
quote:
Alternate cloaking: Scanner range = Normal scanner range * 0.9 ^ Cloaking Units [...]
It’s also a much more flexible system for balancing.


I don't know that it is. Could you elaborate here?
What's the 'also' about? This seems to be your only argument in favour.

I’ll explain further: Having a variable number of cloaking modules of varying strengths (in the way that most other components do) would give the player more flexibility. The formula mentioned would allow the effect of cloaking to cause enemy scanner range to approach zero, but never get there solving the whole (60%, 80%, 75% by default, what effect doctrines have on cloaking - debate). These are useful features of the proposed system because they would ‘also’ make balancing much easier. Effectively, the system would be extremely scaleable. I’m not sure what the current version is, but I think it’s that cloaking is 60% by default, 80% with stealthy, and approaches 100% with other doctrines. All the bonuses to cloaking would need to be carefully balanced to make sure that cloaking never goes over 100%. If at any point in the future there were multiple cloaking modules of different strengths to choose from, it would make balancing the bonuses very difficult. The formula:
Enemy Scanner Range Multiplier = 0.9 ^ Cloaking Units.
It is an elegant solution. If you apply a doctrine bonus like ‘Cloaking modules apply 150% Cloaking Units’ it automatically scales the end result.

quote:
Originally posted by Nongolf
I gather you mean 'automatically dismiss'? That would be handy indeed.
If not, it's just a matter of right-clicking the stationed military.

You can? Well, you cant in the standard version. No really, I just tried.

quote:
Originally posted by Nongolf
Indeed. Biobombing is curtailed enough as it is, and the one advantage to them would logically be that you take control of a planet with all facilities intact.

Yes, so the trade-off is that there’s nobody left alive to do your bidding… right?
Oh yeah, if there are no civilians on a planet, the planet should be considered un-owned. Anyone would be able to send a colony ship there to populate it. Is that how it works?

quote:
Originally posted by Nongolf
quote:
There should be a new level of Shipyard required to build each new class of ship hull. Ie: Battleship requires a Level 6 Shipyard.


Why?

It’s one of the strategy game standards is it not? Build a bigger shipyard to build a bigger ship? Anyway, the main reason behind it is that the bigger shipyard has a higher maintenance value. Any shipyard that mainly builds smaller ships can stick with the smaller shipyard. It gives smaller craft an edge, because there would be more places that could build and repair them than the bigger ships.

quote:
Originally posted by Nongolf
quote:
Ships should be able to be towed by a Tug-Ship (ship with a Grapple module). This allows unmanned ships to be mobbed to a planet where there is sufficient crew.


That would be very helpful, on the other side managing your ground forces is a prime concern in the game. We've all had unmanned ships floating around, displaying our ineptness for all to see, but maybe this is just making it too easy?

It’s to do with the planet archetype idea, plus personal taste. I don’t like my industrial shipyard to be stuffed full of people. I’d rather have a planet that grows military, a planet that builds ships, and a planet that trains military and acts as a fortress at the same time. The troops would be grown, transported to the military academy / fortress planet, and then wait for ships to arrive.

quote:
Originally posted by Nongolf
quote:
General Concepts: Planets should be more effective when perusing a planetary archetype:


Again, why?

It seems to me that the types of facilities you build would determine (rather than reflect) the type of the planet, and hence what the planet attributes are (strong/weak points).

No, I agree that facilities should determine strong/weak points. It’s the way that the game has naturally progressed and I have no doubt that I will continue to do so. I suppose I was simply stating the planet archetypes that planets should be enticed towards. In the version I’ve played it’s really just ship-builder / science / breeder, maybe intelligence too.

quote:
Originally posted by Nongolf
quote:
Solar Defence: The star has a solar array designed to defend the solar system using long-ranged defences.

Also in reply to the planetary version of this.
I sort of like this, but off the top of my head, this would make the current approach to scouting impossible, effectively placing all planets under a 'cloud of war' (unseen) unless you use a system scan or move in a large fleet.
I'm sure it would influence a great many aspects of conquest and defence, requiring very great care in implementation.

It may not be viable, but I’d like some kind of defence that can shoot the things floating about in my solar system. It wouldn’t attack neutral ships, but yes it would be a major pain for enemy scout ships. Maybe there could be an addition to the scout admiral ‘Stay out of range of hostile ranged PD’. Besides, would it be so bad if people had to rely on scans to see inside enemy territory?

Oh, I had another thought. Why do scans and scanners have such similar names? The thing that does a scan, is that not a scanner? It might confuse people. Why not call the on-ship scanners ‘Sensors’?

If I missed any ask me again.

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
28.02.2009 18:12 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Karakzon Player-Rank: 1 Karakzon is a male
Invades without Troop Ships


images/avatars/avatar-453.jpg

Registration Date: 20.02.2008
Posts: 432
Location: South Yorkshire, England.

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I personally.
Like the lot.
I can see were your coming from on them.
This would also induce early game fights more because all these higher tech's would mean if you don't go out and fight now Ur going to regret it later on.

As a side note:

Please no one judge on an idea because it would be annoying or theyde dislike it personaly, or because things just get a bit to 'risky' for comfert.
Thats the way the world turns, if theirs a viable reason to make the system unfair, then fair enoguh. But on alot of games a major component of the strategy is that theirs a problem, you have to spend time making shure it dosent go tits up, and if it does its your own fault. End of.

__________________
http://i188.photobucket.com/albums/z49/Orca18Dolphin/Anime%20Canines/Wolf-1
.jpg

The Wolf's of the solar wind howl to all worlds great and small.
And they do tremble at the silence before the hunt.
01.03.2009 00:01 Karakzon is offline Send an Email to Karakzon Search for Posts by Karakzon Add Karakzon to your Buddy List
jackjack Player-Rank: 2
Rules with an Iron Pinky


images/avatars/avatar-1220.jpg

Registration Date: 04.07.2007
Posts: 1,379
Location: UK

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

from what I could gleam....

planet tags...
I could see this added but after going live. You could go one step further with a HUD for each solar system if you zoom out, however then you have to question how easy you make the game?... it would be defunct in speed galaxies, yet especially viable in slow galaxies.

trading of science points and such...
it is possible yet highly open to cheating... and such non viable. search forums...

ranged weapons
There is planned a distinction between missiles and turrets, however ranged weapons are non viable. search the forums...

zoom button
This isn't a half bad idea. ATM you can set num keys for certain locations, also double clicking. Yet I admit I do scrolll in and out a tad much.

I admit I gleamed over, but I suspect the majority have been suggested before in one form or another.

Please note, throwing all your ideas into one thread isn't great for the reader.

I would say now is tricky as Erwin has a bunch of invisible new features dangling above us ready for launch date.

__________________
Warrior poet tripping on acid.
01.03.2009 12:51 jackjack is offline Search for Posts by jackjack Add jackjack to your Buddy List
Nongolf Player-Rank: 3 Nongolf is a male
Wins even when not in your Galaxy


images/avatars/avatar-1040.gif

Registration Date: 29.09.2007
Posts: 6,035
Location: Denmark

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
I have a degree in Computer Games Design, which included game mechanics.


Cool. Can I ask which school, and whether you think it was any good?
Just proffesionally curious... no, make that a hobbyist's curiosity.
I understand completely if you'd rather not make it public knowledge Smile

quote:
That’s what I do, but I’m usually zoomed out a lot so it also involves a lot of mouse-wheeling. Maybe there’s a zoom in button that I don’t know about.

Not to my knowledge, I do a lot of spinning too.

quote:
Well, the reasons for this would be that you shouldn’t actually ‘own’ the singularity. It’s just there. Also, open singularities would be hard to detect so it wouldn’t be a problem unless someone scanned the area or saw the Wormhole Creator ship mysteriously disappear.


I'm not worried about the detection part. An observant enemy will spot a WH end fairly quickly anyway, based alone on traffic. I object to the ideas of my WH getting hijacked, and that they should be destroyable (That's not a word, is it?).

Wormholes are not easy to come by as it is, they're slow and expensive in the making, and having all that planning and care destroyed, or worse - stolen, is just too much for my sensitive nature. It might be marginally fun to do it to someone else, admitted, but my gauges show this idea as lacking in the 'addade value' department.

One part of this I do like, though.
If memory serves, WH's can't be disconnected once set up (if both ends are your own), which I kinda like - WH's should be something you take great care in placing. But I don't like that there's nothing to do about it after it's set up. Being able to self-destruct the hole so you can set up a new connection would make sense to me, and still not allow the player to have a whole network of singularities to connect at pleasure. The cost and time of building another WH generator seems penalty enough for me for the misplaced WH.

quote:
The thing is, unless there is some kind of manned gate at either end of a wormhole, how can you stop other ships from using it? That’s also the reason for building wormhole matrix / gates on the proposed Solar Stations / Arrays. Because you have men there, you’d be able to disconnect it at any time.


I might accept arguments like these in a roleplay environment, maybe, but realism is a very poor argument for (or against) anything in a strategy game. Most especially so in the Sci-Fi genre.
Who are we to know how they keep enemy ships from entering? Maybe they encoded the wormhole to only react to radioactives native to the homeworld of the empire, maybe they just utter the TechnoMagic words of their ancestors: "Ekke Ekke Ekke Ekke Ptang Zoo Boing!".
Realism has little to no place in these discussions.

quote:
I’ll explain further: Having a variable number of cloaking modules of varying strengths (in the way that most other components do) would give the player more flexibility.


True, but one of the less disirable companions of 'Flexibility' is 'Complexity'.
It would force upon the player yet another rather complex mathmatical formula, the result of which, to make things worse, depends on the particular enemy you're figting currently. It'll be very hard for a player to tell the distance he should keep in order to stay safely out of sight, which is currently fairly trivial.

quote:
These are useful features of the proposed system because they would ‘also’ make balancing much easier. Effectively, the system would be extremely scaleable.

Well, I can see that the granilarity of the scale would increase. In stead of increments of 20 or 40, we could have steps of 1 or even less. Nothing wrong with that, but I still fail to see why that would make it either easier to balance or more scalable. I would posit that having just 3 or 4 factors that deal with the degree of cloaking, is at least easier to balance than a system with many and interdependant factors.
I'm not sure what it is you want it to scale to or against, mentioning problems with a debate over cloaking and doctrines (in your first round of posts) - maybe you read a thread I didn't?

quote:
You can? Well, you cant in the standard version. No really, I just tried.


The beta galaxies are suffering a slow and degrading death - They'll be all gone soon. They're just a dim reflection of what XP galaxies are like (though I think they're actually pretty good for learning and should probably get exchanged with something similar in a XP context)

quote:
Yes, so the trade-off is that there’s nobody left alive to do your bidding… right?


Yes that, but more as well. You lose reputation, they're costly to build (can't use them for anything else), you aggrevate the one you bomb - both the player and the citizens on the planet (leading to increased risk of revolt, even on planets that you didn't biobomb).
Those are some of the worse sideeffects of biobombing, by far the worst is the loss of reputation - there's fixes for the rest.
My current idea on making bios more accessible would entail a exponential increase in rep loss as you continue biobombing, but regaining the loss incurred by one bombing in say 20-25 turns. So you'd still be unable to go on a bombing spree, but every once in a while you can get away with a bombing run or two.

quote:
Oh yeah, if there are no civilians on a planet, the planet should be considered un-owned. Anyone would be able to send a colony ship there to populate it. Is that how it works?

No. The planet is still owned by the original owner. I like the idea, but it shouldn't be immidiate. Maybe after 3-5 turns, allowing the player that bombed a reasonable chance to get his act together, before someone steals his hard work from right under his nose. That would really, really suck for anybody having taken the penalties involved.

quote:
It’s one of the strategy game standards is it not? Build a bigger shipyard to build a bigger ship? Anyway, the main reason behind it is that the bigger shipyard has a higher maintenance value. Any shipyard that mainly builds smaller ships can stick with the smaller shipyard. It gives smaller craft an edge, because there would be more places that could build and repair them than the bigger ships.


Like with realism, I don't think that 'industry standards' alone is a valid argument.
I could go either way with this, but I don't think it would really add anything to the game. Personally, I tend to find it a pain when I need to upgrade old buildings in order to make use of some new tech, but that's purely subjective.
Further, I think the light ships have an advatage already, in that they're the only ones that can cloak.

quote:
Besides, would it be so bad if people had to rely on scans to see inside enemy territory?


No it wouldn't. Not at all. It took me 2 or 3 galaxies before I made my first real scout, and I still don't use them much.
By now I do find it somewhat interesting to figure out where to place the few scouts I use, guess where the enemy might be flying to and fro, but I wouldn't mind having a real reason to research beyond science labs (military scans are fairly easy to obtain too, by detaching a couple of ships and assigning them to kamikazee missions, and they're just nice to have after the first battle, no more).

Karakzon:
quote:
Please no one judge on an idea because it would be annoying or theyde dislike it personaly, or because things just get a bit to 'risky' for comfert.


What else would you have us judge it by? The human condition is subjectivity, and though we can strive to be objective, we never really are.
The most we can do, is to be civil when discussing our subjective views, and hope for common ground.

jackjack:
quote:
ATM you can set num keys for certain locations, also double clicking.


You can?! How do you work it?

jackjack:
quote:
Please note, throwing all your ideas into one thread isn't great for the reader.

Bollocks. Don't listen to him. Tongue
However, if you do feel some of your ideas have been unjustly brushed off, re-post them in a thread by themselves, expanding a bit on them. That should get the ball rolling.
01.03.2009 15:05 Nongolf is offline Send an Email to Nongolf Search for Posts by Nongolf Add Nongolf to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Cool Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Nongolf
quote:
I have a degree in Computer Games Design, which included game mechanics.


Cool. Can I ask which school, and whether you think it was any good?
Just proffesionally curious... no, make that a hobbyist's curiosity.
I understand completely if you'd rather not make it public knowledge Smile


No, it’s fine. I went to the University of Teesside. My course was BA (Hons) Computer Games Design. I got a 1st (1.1) and won an award for best final year project in the creative category Cool . The course was good, but was based of an existing computer animation course and had a bit too much computer animation for my liking. If you’re thinking about doing a games course is should warn you not to underestimate how much work it is. It IS good fun, but it 99% coursework and that’s a LOT of work to do. I hear there are a lot more games courses around now. The other thing is that the industry is always changing. By the end of my degree the industry was looking for people with skills that didn’t exist when we started the course…

quote:
Originally posted by Nongolf
I'm not worried about the detection part. An observant enemy will spot a WH end fairly quickly anyway, based alone on traffic. I object to the ideas of my WH getting hijacked, and that they should be destroyable (That's not a word, is it?).


I was thinking that once the wormhole was connected then it’s stable and nobody can hijack it. It would only be the un-connected singularities that someone else could connect to. Perhaps that’s the wrong way to go.

How about this: You need to wormhole manipulator ships. You order one to connect to the other one, both are destroyed, and the wormhole is created instantly. There would be no opportunity for hijacking.

I still like the idea of anyone being able to use a known wormhole. Like the straight roads to Rome, it can be a double-edged sword…

Or why not take it further. If anyone can use a wormhole, you could build some kind of gate/trap on the other side so if hostile ships try and go through they’d be automatically destroyed. The enemy would then have to send ships the long way round to destroy the gate so they could bring their main fleet through safely. Sounds like fun to me.

quote:
Originally posted by Nongolf
maybe they just utter the TechnoMagic words of their ancestors: "Ekke Ekke Ekke Ekke Ptang Zoo Boing!".

What possible comeback could I have for such an argument, except… IT!

quote:
Originally posted by Nongolf
The beta galaxies are suffering a slow and degrading death - They'll be all gone soon.

Yay, I’m stuck in the underworld Shocked

quote:
Originally posted by Nongolf
jackjack:
quote:
Please note, throwing all your ideas into one thread isn't great for the reader.

Bollocks. Don't listen to him. Tongue
However, if you do feel some of your ideas have been unjustly brushed off, re-post them in a thread by themselves, expanding a bit on them. That should get the ball rolling.

I’m not going to barge in here and make a tread for any one of my ideas. I put them in one thread for easy reading. I think there’s too much going on right now to address them properly anyway. I’m sure the best ones will be discussed and made into their own thread for further discussion when the time is right. As Nongolf keeps saying, an idea needs to add something to the quality of gameplay or general enjoyment of the game to be worth implementing. If I feel like something worthwhile is not getting the attention that it deserves I’ll bring it up again. I’m not worried though. From reading through the forums I’ve been very impressed with this community.

quote:
Originally posted by Karakzon
I personally.
Like the lot.
I can see were your coming from on them.

Thank you.

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
01.03.2009 16:42 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Erwin [CS] Player-Rank: 2 Erwin [CS] is a male
Admiral Moo


images/avatars/avatar-124.gif

Registration Date: 26.12.2004
Posts: 8,490
Location: Vienna, Austria

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I'm sorry that I did not chime in yet into this thread (or answer your email), but I am awfully busy these days in preparation for the release. All I can do for the moment is to add a referring link to the todo-list, and revisit it some time after the release.

I also want to apologize for being a little less active on the forums these days in general. I am only skimming over things to see if there's any issues that I need to react to. Other than that my full attention goes to release preparations. It's all for a good cause Smile
02.03.2009 19:16 Erwin [CS] is offline Search for Posts by Erwin [CS] Add Erwin [CS] to your Buddy List
Nongolf Player-Rank: 3 Nongolf is a male
Wins even when not in your Galaxy


images/avatars/avatar-1040.gif

Registration Date: 29.09.2007
Posts: 6,035
Location: Denmark

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Go for Gold Erwin! Big Grin
02.03.2009 19:38 Nongolf is offline Send an Email to Nongolf Search for Posts by Nongolf Add Nongolf to your Buddy List
stabby Player-Rank: 2 stabby is a male
Wins even when not in your Galaxy


images/avatars/avatar-437.jpg

Registration Date: 12.12.2007
Posts: 2,516
Location: The Netherlands

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I agree

__________________

02.03.2009 20:34 stabby is offline Send an Email to stabby Homepage of stabby Search for Posts by stabby Add stabby to your Buddy List
christy Player-Rank: 2
Serves Soup on Colony Shuttles


Registration Date: 24.10.2008
Posts: 23

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

i stumbled upon that "release" word couple times on forums but i cant find any explanation/info - what's gonna change? what it will bring? link/info would be greatSmile
02.03.2009 23:49 christy is offline Send an Email to christy Search for Posts by christy Add christy to your Buddy List
stabby Player-Rank: 2 stabby is a male
Wins even when not in your Galaxy


images/avatars/avatar-437.jpg

Registration Date: 12.12.2007
Posts: 2,516
Location: The Netherlands

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

well right now we are in public beta, what Erwin means is that he has finnally finished making/testing the game and is now going to make an effort of getting alot of people to play Spaceciv.

__________________

03.03.2009 12:42 stabby is offline Send an Email to stabby Homepage of stabby Search for Posts by stabby Add stabby to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by stabby
...going to make an effort of getting alot of people to play Spaceciv.


Any idea how?

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
10.03.2009 08:50 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
chrisadamley Player-Rank: 3
Wins even when not in your Galaxy


images/avatars/avatar-384.gif

Registration Date: 18.01.2007
Posts: 2,630
Location: Fargo ND

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Earendel
quote:
Originally posted by stabby
...going to make an effort of getting alot of people to play Spaceciv.


Any idea how?


Advertising im sure.....

Also, get the SpaceCiv street team (being us) out there and before you know it plenty of people will be playing

__________________
----Its better to die on your feet than live on your knees----
10.03.2009 08:58 chrisadamley is offline Send an Email to chrisadamley Search for Posts by chrisadamley Add chrisadamley to your Buddy List
stabby Player-Rank: 2 stabby is a male
Wins even when not in your Galaxy


images/avatars/avatar-437.jpg

Registration Date: 12.12.2007
Posts: 2,516
Location: The Netherlands

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

anyone with good connections?

__________________

10.03.2009 16:40 stabby is offline Send an Email to stabby Homepage of stabby Search for Posts by stabby Add stabby to your Buddy List
Earendel Player-Rank: 2 Earendel is a male
Rules with an Iron Pinky


images/avatars/avatar-795.jpg

Registration Date: 16.02.2009
Posts: 1,293
Location: Guernsey

Thread Starter Thread Started by Earendel
Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by stabby
anyone with good connections?

Connections to... what, gamers or advertising?
I have the sudden urge to make a kick-ass space-civ-themed cg video. Shocked

__________________
Cosmic Supremacy - It's not just a game, It's a life style.
14.03.2009 01:15 Earendel is offline Send an Email to Earendel Homepage of Earendel Search for Posts by Earendel Add Earendel to your Buddy List
Pages (2): [1] 2 next » Tree Structure | Board Structure
Jump to:
Post New Thread Post Reply
Cosmic Supremacy Forum » Suggestions » A whole load of ideas

Forum Software: Burning Board 2.3.6, Developed by WoltLab GmbH