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TechnoGoth

Member Since 30 Jun 2003
Offline Last Active Dec 18 2014 10:43 PM

#5193338 [4X space] Research (discussion)

Posted by TechnoGoth on 17 November 2014 - 06:54 PM

I always liked the way Alien Legacy Handled research.

 

You'd discover items or encounter events that would unlock research topics each topic had a cost in the six different science fields. Once you paid that cost it would take a period of time before you received the results of the research.

 

For example your settlers might have found unusual mushrooms growing near their new settlement.  It cost 50 biology points, and 25 chemistry points to research the mushrooms and they result is you can now build advanced hydroponics chambers giving you more food per turn.

 

A rare crystal you find while exploring a moon might let you finally unlock phaser technology for your ships.

Discovering and researching Naqudria might allow you to produce hyper space engines small enough to fit on fighters.

 

It was good because your exploring and events shaped your research paths and technologies you unlocked. 

 

One game I played I think it was War Of The worlds required the enemy to use technology against you before you can research things.  For instance before you could research air filters your enemy had to start using bio weapons against you.




#5186532 Neutral planets

Posted by TechnoGoth on 12 October 2014 - 01:40 PM

Neutral planets could create buffer zones between empires that would have to be annexed prior to an invasion and also act as way defending yourself from an enemy.

Neutral planets might have key exports and imports making them significantly more valuable as trading partners then they would be to conquer.

Neutral planets might encompassing many unique bonsues things for instance a research colony might provide a free technology once you've supplied them with a set amount of trade goods.

Neutral planets could be used to fight proxy wars.  Why attack your enemy when you can get a neutral race to do it.  

 

Rare planets could be sold to private individuals and corporations for massive one off bonuses becoming neutral worlds.




#5183566 Javascript / angularJS OO and Code Separation Techniques

Posted by TechnoGoth on 28 September 2014 - 05:36 PM

Hey All,

 

I'll be the first to admit I don't know much about javascript programming but I did use it to create my entry of the week of awesome 2  competition. Now that competition is close I'd like to continue developing my game but before I continue to build on to what I've already got I'm looking for advice on how to better structure my code base. As how things currently stand I have one js file consisting of a 1000+ line controller.

 

Its made up of several sections:

  • Game Data - Holding all the variable related to the current game state.
  • Actions Lits - These are list of all the available actions in each room, along with descriptions of the actions, whether they are enabled, how many times its been called and a maximum number of times it can be called, not relevant to every action.
  • Story Data - This is just arrays containing text displayed at different times to the user, and any accompanying image data to go with the text.
  • Action Methods - There is a set methods that deal with performing an action, enabling, and disabling actions, and resolving the action and whatever the success and failure results.
  • Popup methods - These methods deal with displaying and handling input from popup boxes displayed to the user.
  • Combat methods - The methods that deal with combat.
  • Stat Change methods - This is set of methods that wrap the common functionality around changing any of the main character stats.

 

If I was doing this c# or java I'd be able to break all of those into different classes or spread the functionality across multiple partial files without a problem.  But when using them inside an angularJS controller I haven't go a scooby as to how to go about it.

 

Any good tips on how to proceed?  I don't want to end up with one file that's over 5000 lines long.

 



#5176546 [Space Empire] Colonization & Exploration

Posted by TechnoGoth on 27 August 2014 - 05:44 PM

hmmm....

 

I'm going to say I dislike the idea.  Mainly because it seems like a strange 4x/idle game hybrid.

 

I'd like to be more involved the colonization and exploration process. If I have an empty planet in range and different corporations, investors, and factions why not let me sell the the rights to that planet to one of them. The owner of the planet affects the strength of that group and how the planet develops.

 

Colonies start off as an outpost and require X number of infrastructure points to advance to colony status. During that time they require a certain amount of cash each turn from your colonization budget. The number of infrastructure points gained a turned is base on many factors.

 

Any cash in the colonization budget not being used to support outposts goes towards building colony ships.  Once a ship has been built then I decided which faction gets it.

 

In that way I'm at least involved and can control the speed at which my empire grows and how it evolves.




#5175351 Emperor and pirates

Posted by TechnoGoth on 21 August 2014 - 03:29 PM

Maybe you should explain what the purpose of pirates is in your and what they should do.

 

Is piracy just a modifier to a sector that reduces income by 25% for being near to a low moral low security sector.

Do you want to spawn pirate dread lords and bases that your military have to deal with otherwise they rampage through your empire.

Do you want pirates to be a long term complex strategic issue, that requires the investment of manpower, espionage, and resources. 

Are pirates a way of slowing growth by making colonies less secure

Are pirates a way of adding danger to the core worlds that are otherwise safe and secure.

 

What purpose do pirates fulfil in your game design?




#5174862 Emperor and pirates

Posted by TechnoGoth on 19 August 2014 - 04:25 PM

Step 1 - Create Frontier Zones. A frontier zone is at the edge of your territory or in far enough away from your core worlds that maintaining a strong military presences is difficult.

 

Step 2 - Make Frontier Zones valuable.  Maybe they serve a way to move unhappy or poor citizens out of the core world giving them opportunities they wouldn't have. Maybe Frontier zones get cost a fraction of what a core world costs to maintain and produce more resources other income bonuses.

 

Step 3 - Add shipping routes.  Frontier Zones need to ship resources back home and wages and goods get shipped to them.

 

Step 4 - Lack of security, wild crazy frontier attitude produce all manger of rogues and pirates.  Small time pirates may capture a single ship and take whatever is inside. As they steal resources their hidden strength score goes up, that score is used to "buy" ships, asteroid and moon bases and even subvert corrupt governments.

 

Step 5 - You can't deal with pirates unless you can find them.  They are small vast and equipped with long range sensors and stealth devices they'd rather take out two or three small targets on the other side of sector then deal with your ships if they can.

 

Step 6 - Spies.  You want to find what asteroid or moon the pirates are on well that's going to take time and espionage points.  You're not just going to stumbled upon them with a ship unless you go to the trouble of resurveying every possibe base location in the frontier




#5174599 Emperor and rebels

Posted by TechnoGoth on 18 August 2014 - 07:33 PM

Well in EU4 rebels all have a goal, which they enforce by claiming territory and being left undefeated for long enough.

 

So if the martin independence rebels rise up on mars they have the goal of an independent mars. If they capture mars and hold it for 25 turns then mars gains independence.

 

Likewise there might be a military coup whose goal is force the government to accept military rule. They get 75% of your fleet and they force your you to accept military rule if they seize enough core worlds.

 

Depending on the rebel group they might start with a base or just a military force. As long as they control a planet or base they can build more.




#5174528 Emperor and rebels

Posted by TechnoGoth on 18 August 2014 - 02:08 PM

Well if you have different political factions then you could have a rebel rating for each.  Your intellectual rebel rating would decrease your research output and increase the chances that their experiments might have nasty outcomes.

 

If rebel rating gets high enough the faction might attempt to declare independence and separate the instantly get troops and ships based on how powerful they are in the government. Each turn a separatist faction is running rampant with your forces unable to defeat them would increase the revolt risk of all other factions as those factions see how week you are as a leader.




#5173258 'Forfeiting' design decision for flexibility?

Posted by TechnoGoth on 12 August 2014 - 08:49 PM

Well in mage wars you can't reuse cards.  You can have say 3 of any one card in your deck subject to deck building rules and once played you can't get it back like in magic.

 

There are also different wizards that each player chooses who have their own stats and special ability. The goal being to kill the other players wizard.

 

There is something to be said to having all cards available, I'd be tempted to play a game of magic sometime with the player picking the card they want rather then random draw. I wonder how well it would work out...




#5173246 'Forfeiting' design decision for flexibility?

Posted by TechnoGoth on 12 August 2014 - 07:34 PM

Well my idea was partially inspired by the one time I played the tactical board game mage wars.

 

In that each point of attack power = 1 die so a zombie with 2 attack would roll two dice and the attack die has hits, misses, and critical. Some attacks can also add status tokens.

 

Mage Wars has a couple of damage types buy generally they don't do anything special unless a creature specifically has an immunity or weakness to that damage type.  The exception being ranged damage which is required to attack flying enemies.

 

What also makes Mage Wars interesting is that you have your full deck of cards to access each turn.  Instead of drawing like in magic you choose two cards from your deck to have in your hand that turn and uncast cards are returned to deck at end of turn. There are also summoning points which let you play additional cards.  But there is no random drawing or hoping to get that one card you need at the right time.




#5173116 'Forfeiting' design decision for flexibility?

Posted by TechnoGoth on 12 August 2014 - 10:47 AM

Well if you're armour is fixed against specific damage types then that does present a problem.

My Knowledge of magic expansion ended around the Urza expansions in back in 1999.

My favourite expansions were the Dark and Fallen Empire which had a lot of really cool cards in it.  It introduced tribal benefits by adding cards that boosted all goblin creatures for example, and it added creatures that only last a turn and then returned to your hand. 

 

But if your game has fixed damage and defence types it does make things more difficult to add to later on down the road.

 

If you have bubble damage which is always reduced by bubble armor then then like you said adding that to the game effectively nerfs all existing creatures.

It also adds unnecessary complexity to a game as having lots of damage types isn't a good thing.  

 

Let's say you had three types physical, mental, spiritual.

 

You can add new effects later on such as maybe you add a new creature toxic zombie that does 1 Physical and on a 5+ adds 1 poison token to the target. Or a Corruption zombie that does 2 physical damage and on 4+ add 1 weakness to the target.

 

Poison and Weakness could be completely new to the zombie horde expansion. With their own mechanics but they don't break any of the existing rules and mechanics.  They still inflict one of the three damage types, and zombies might have the undead status which makes them immune to mental damage. They introduce new ways of playing and mechanics but the game as core still stands.




#5173095 'Forfeiting' design decision for flexibility?

Posted by TechnoGoth on 12 August 2014 - 08:30 AM

I thinking your missing a lesson from magic the gathering.  None of the expansions add new colours but they all have a distinct theme and introduce new mechanics. They create synergy between the new cards adding new decking building styles.

 

So you can add new abilities and damage types in each expansion and as long as the core rules are still basically the same it shouldn't be overwhelming to players.




#5170920 Chance, Choice, or Conspiracy?

Posted by TechnoGoth on 01 August 2014 - 11:49 AM

hmm.
 
Giving the tokens meaning would be important and let me finally find a use for gear.
So what I'm thinking is:
 
Red - Violence
Black - Subterfuge
White - Social
Blue - Technical
Green - Survival
 

Acquiring a gun would give 1 red
A tool box 1 blue
Being the Engineer and revealed -  2 blue
 
A card has options those options might be gear or supply specific like being attacked by a wild dog and having a gun or they might have 1 or more skill marks beside them.
Some options might be marked as mandatory so you have to take that choice if you have the requirements generally always a bad outcome.
 
What would be interesting I think but would require lots of cards is have duplicate cards with different outcomes and instead of the player reading the card another player gives them the choices and the player decides how to solve it before seeing the outcome. 

 

Then there is still the question of whether tokens are spent during a turn or its just a question of having the right point score.

 

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#5170742 Chance, Choice, or Conspiracy?

Posted by TechnoGoth on 31 July 2014 - 05:54 PM

I'm trying to decide how to handle multiple card outcomes in a competitive/coop survival game.

 

The traditional way would be to roll a d6 and consult a chart on the card. The roll determines the outcome, and this works fine but it means the outcome is based on chance.

 

Another Idea would be each outcome has a colour mark beside it lets say black, red, blue, white. At the start of each turn the player chooses or is assigned a number of coloured tokens and they can spend those tokens to decide the outcome of events.  This way the player is making the choice on what outcomes they receive at least initially but if they receive a number of encounters on a single turn they may have no choice but to take a bad outcome if they've already spent the tokens that would give a good outcome. (There could be a help mechanic here where another player can give them a token from their supply)

 

The third idea I have is the conspiracy idea.  A player encounters an event it has colour coded outcomes as above but the other player vote in secret placing a face down colour marker which are then revealed to determine the outcome for the player.  Whichever outcome the group decided on is the one you get.

 

Fourth.... I don't really know one player decides in secret.

 

Fifth.... you can choose to roll or any player can spend a token to decide your fate instead of the die.

 

 

So for example let’s say you have the event

 

Military Cargo Crate

While wandering through the wasteland you discover an intact military cargo crate.

 

Pay 1 Computer Code to draw a random gear card

 

Or

 

Attempt to Hack the Lock

 

1 (red) - The crate is rigged and explodes causing 1 wound.

2-3 (white) - Despite your best efforts you can’t get it open.

4-5 (blue) - No puny lock is a match for you, you gain a random gear card.

6 (black) – With your skills you not only unlock the crate but salvage the explosive. Gain an explosive and 1 random gear card.

 

 

Or the event

 

Half Empty Whisky Bottle

Its whiskey not great whiskey but good enough to share.

 

Choose another player you both draw 1 story card

 

Then

 

4+ (white) - There is enough for a second round you and player of your choice draw a story card.

 




#5170611 Exploration in space 4X (boring & tedious)

Posted by TechnoGoth on 31 July 2014 - 09:10 AM

To pull another mechanic out of Europe Univeralis IV in that at the start you can't explore or colonize empty provinces.   In order to explore you first need to unlock the second idea in the exploration idea group.  This idea lets you hire explorers to command your fleets or armies.  Only forces led by an explorer can travel into uncharted territory. It doesn't matter if you have a thriving province adjacent to an uncharted province you can't go there or speak to the country that owns it until its been explored. Over time areas explored by other nations will be revealed to you but it a slow process.

 

Colonization on the other hand requires colonists which are a special resource? Depending on the ideas you've unlocked and the country you are playing you can have at most 4 colonists.  Colonists are sent to empty provinces and setup a colony which slowly attracts settlers and over the course of a few years builds it up a city.  Provided it doesn't get destroyed by natives or other players.

 

You could have something similar maybe instead of colonists its survey teams or science vessels.  You need them to get colonies started or make a region safe for your ships to travel. It all depends on how you want to go with your game. Europe Univerallis IV is all about limiting what the player can do any one time, MOO was all about getting the player to expand as fast as possible.






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