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Member Since 02 Mar 2013
Offline Last Active Oct 17 2014 09:44 AM

Posts I've Made

In Topic: How to manage 100 planets?

09 August 2014 - 05:41 AM

"In this type of game, it's not that the task is not fun. At first it is fun, when you have only a handful of thing to manage. But as your empire grows the fun tend to go down, and it become repetitive. I have the same feeling when I play the likes of civilization, or even the total war serie."


The solution is to have something more automatic


"What exactly is the point of having detailed decisions for things like build orders if the user doesn't actually make those decisions?"


How an emperor rules ?

By giving order, and doing micromanagement every times it is needed.

So I think a very enjoyable game would be one where you start with a small number of planets, taking every decision, then as the number of planets grow you are able to make "plans", for example if you have ten planets with almost the same set of ressource, you would be able to replicate all the buildings and structures you have build on the first planet in one click.


You would also be able to give order according to some possible events, such as "if there is no more ore on the planet, reconvert it into post industrial planet" or "begin colonisation as soon as the ship arrive if the planet satisfy some requirements"


Each orders or plans would be designed by the player who would also have all the micromanagement power he wants.

In Topic: Microeconomics in video games?

01 January 2014 - 05:10 PM

I think that something can be done about the levels of details : a system of orders and plans : imagine you start with a factory or a farm, at first you have to make it works, to build a system to give food to the animal or ressources to the production chain, then when the level of detail decrease -that is to say when you are able to build many factories or farms- , you can reuse the plans you made for your first factories (or make new plans).


If you have a town to rule maybe a system of order can be used : if such event happens do this then that



That would give to the player the satisfaction to rule every details without being bored by repetitive tasks

In Topic: Would people enjoy a hardcore story-based strategy game?

05 March 2013 - 05:56 PM

Maybe you can use events or goal achievements to unlock new parts of the story, with a solid background.

In Topic: What would you make armour out of?

05 March 2013 - 02:31 PM

I've started modeling the different armours and looking at some in-game
results, would people be interested to see screenshots?

Yes we are !

In Topic: What would you make armour out of?

05 March 2013 - 02:14 PM

"I can't think of any games which do this"


I'm almost sure the two idea I gave already exist in some way.

Do you want to use every possible idea or each one must be linked to something in your world ? (I mean if there is a vampire armour I suppose vampires exist in your world)