Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 05 Oct 2010
Offline Last Active Oct 09 2016 01:23 PM

Posts I've Made

In Topic: help me think of cultures for my world

08 October 2016 - 01:59 AM

Sure, I didn't mean to imply that whatever race you choose for your viking race would then only be a viking race, you could have some elf vikings, and in another continent you could have elves that are modeled after african tribes, or some elves running a version of the Dutch East India Trading Company.  The main point was to not shackle yourself to the more straightforward tropes of using the traditional definition of the fantasy race determining what it should be like for all it's societies in your game.  (Ie orcs being tribesmen/barbarians, elves being nature lovers, dwarves being technological) -- break some molds and mix things up.

yeah tropes are what i'm trying to avoid for the most part like for example rather than elves being the typical good nature lovers, a lot of aspects of them are similar to behaviours of folklore and they originally enslaved humans when they first entered the world

Why? It gives the player something familiar, which generally it's a good thing. It's especially useful when there are many cultures, if you have one or two, sure, go for pure uniqueness, but if you have like a dozen it would be overwhelmed to the player, it's easier then for the player to relate to them like "viking elves" :)

In Topic: Storyline - positive and negative progress

08 October 2016 - 01:54 AM

The best thing I could think of is a linear storyline with (POSITIVE) effects that is driven by the player and separate (NEGATIVE) mini plots triggerred by time. So, the storyline (uncovering the conspiracy) can be progressed by the player without any bad effects in a linear fashion while based on the game time NEGATIVE disconnected subplots are triggered on regular intervals (like consiprators making a move to bribe someone near the emperor, or make an assassination attempt). The NEGATIVE plots will cease to trigger if the player ended the whole storyline (uncovered who was the culprint and eliminated the threat).


Does anyone have a better idea?

In Topic: Two game concepts I can't decide between.

01 October 2016 - 10:20 AM

I think you are asking a wrong question :) A more interesting question is, how much time do you have (when the game is scheduled for release)? And then, given that amount of time (and other resources) which game would turn out better when done in that timeframe? I mean, if the time budget is short, the less ambitious project will likely turn out to be more awesome due to additional polish.


An idea is nothing, execution is everything (OK, it's a lie, but an useful lie to drive the point ;)). Don't gauge awesomness of the finished game by awesomness of the idea (those do not colerate that much).

In Topic: Automated Space Combat (4X)

25 September 2016 - 10:32 AM


Norman's method should work, it's a little wonky, in that it won't represent any rock / paper / scissor dynamics.  Someone could theoretically find the cheapest ship with the highest combat strength and always auto resolve combat, and they would win out over someone who has a more expensive but more well rounded force. 


 then take it to the next level.


ships have 2 stats: combat strength, and speed/maneuverability.


or the next level:


attack, defense, range, and movement.


but no matter how simple or complex the model, balance will be required to prevent min-maxing from creating a dominant strategy - IE just building the ship with the best strength to cost ratio.    but then you end up with all ships having the same cost/benefit ratio.  Ie all choices become meaningless.   perhaps have stronger ships cost progressively more, as they make it easier to bring a lot of force to bear at a single point - easier than gathering up a whole squadron of smaller ships to do the same job. 


one of the big difficulties is the hands off nature of the game. to make fleet selection meaningful, you need in-depth combat rules. but the combat is hands off, its just the emperor watching the war on closed circuit tv from a surveilance satellite basically. and the emperor is not expected to know the nuances of plasma cannon usage in space combat.  but they are expected to make informed meaningful decision as to what to build.   its hard to add that gameplay feature and keep things high level. 


The trick I intended is that you need/prefer different ships (fleet composition) vs different enemies. So, at the worst case there would be several dominant strategies (each applied on a separate border vs specific alien race).

Also, you can observe the batle and get a lot of detailed information how it works. So, while you can't affect the tactical battle you get tons of information how it works and you can base your decision on this.

In Topic: Automated Space Combat (4X)

25 September 2016 - 10:27 AM

It seems your combat model is WAY to complicated for the level of abstraction you always says you want. Using depleatable ammunition, counter-measures etc. Do you even plan to comvey all this to the player? Will the player control all this in-battle?


If not, I would say skip it and have different ships have different efficiency towards enemy classes (and maybe only three classes: strike, escort, capital).


Such as (vs strike, escort, capital):

Fighter: 4, 2, 1

Bomber: 1, 2, 4

Frigate: 10, 15, 5

Cruiser: 20, 30, 50


or whatever makes sence. Simulation-level battles seems to be way off for the game you are designing.

Yeah... You are right, I want overboard with the whole military thing... Should have kept it simplier. I have redesigned it to something a bit simplier in a recent 0.40 version.

Is there a link to this game?

Yes, in the first post (but it's a easy to overlook).


Here a clickable version :)