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  1. Interesting ground. I think that "to feel unique" value for the players is being mentioned by the devs here and there. Maybe what is to be discovered is scope and right way to do that.   But isn't also a pain element connected with uniqueness? You will never have what the others have and you can be bashed on that. Some kind of uniqueness feeling was implemented even in good old game systems like Diablo II have. Do you remember how we safe skill points in order to excel later? How about surrendering power, leaving the comfort zone of casuals and increase magic find in order to get increased drop and achieve something the others super rarely have. On a game systems level (rule set)- in martial arts/alchemy system I used to toy with there was allocation of skills into ternary diagram but one axis was voluntary (spiritual). Little simplified- so there could be mundane style with fast progress (western boxing etc.) for casuals and slow but higher targets for hardcore gamers (kung fu, tai chi, karate). On the items level to make it interesting it must stems out of nucleus what the character is and it will be always to some level what is the environment around. So there are some predefined qualities that matters the others are to be collected from players gameplay. Lots of work but superinteresting. 
  2. Percentage is ratio, in this case - what is dodge % ? Per logic it must be comparison of dodging ability vs standardized attack. What qualities should standardized attack pack? I guess it is -Area affected, time frame of execution (it is more difficult to evade quick attack right?), situational quality (good attacker will force you to struggle with your own momentum) and list could go on. That percentage can also pack state of defender ala fatigue. Problem is that nowhere is presented what is that standardized attack. 25% can insane dodge when compared to final boss on steroids attack. Same thing for accuracy, so what is it compared to?
  3. Sorry Alberth, I have a problem to quote. I agree with you that this solution would not provide you ultimate answer whether input is OK. But I think that program's  purpose for user is in general different then finding the truth about it self and inputs.   Therefore some reasonable time can be identified because value of the output decreases with time spent waiting if you agree with me.
  4. Maybe encounter areas could be more natural spots then randomly chosen i.e. water springs, narrow paths through mountains, rich soils... Also maybe these spots may act as a "theatre" where player may observe some animal fight (and get some warning feel not to contribute).  Ïf I remember correctly you were thinking how to give players exploration reward, so observing fight (or some other event) and collect what is left can be one method...   As for the timing- consider randomness and different encounter density for the spots... 
  5. When here is someone enjoying theory fundamentals, I was always wondering why the solution for "halting problem" could not be to create a copy of the system -give it a run with suspected inputs and original system would observe the copy executing and at some time would stop that - quarantine simulation basically.   As for the game system, I think it is worth trying, I also have been trying and now naively think I have structure that might do that.   Regarding blending elements into more abstract higher level quality I think "design of experiment" approach might be utilized. Basically it is a sum of energies of elements  and interactions between them each weighted depending on considered quality. Each object would be set of qualities . Qn= x*A+y*B+z*C +g*A*B+d*A*C....+w*A*B*C   Funny thing is each culture or style might have different coefficients- as they face different environmental (and other) challenges thus values slightly different things.
  6. I think there are professional teams that were offering to prototype a game for  2-4 k $ here. Knights of Unity is one that I remember.   So your path may be. Think out a game that utilizes your (physics+GM) approach at the best for current market, make a prototype, reiterate, give it a breath (some arts, story) and run a kickstarter campain. Maybe I should try it myself :D.
  7. I think Kavik Kang has found some interesting description of a world element- and it depends on a player how deep wants to dig in  so it can be car fleet, car, piston or bearing of the piston->quantum level. But I may be wrong... 
  8. How about different view of the dungeon on a way back? When in figting mode one probably focuses on different things (lets call them values) though which he or she projects the reality to it self. Example lets ask chef, chemist and drunken on a cup of tap water. I guess the answers will vary a lot.    Same with a band of cavemans conquering the cave, first in fighting mode- focusing on spoting persons, beasts, traps, terain difficulties, covering, noise, own members etc. On a way back thinking on how to utilize chambers by tribe, recognizing minerals, water quality, fungus-plants. I think even mechanic can be made of that so that the player could select of what is he looking for to support succesfull roll (and see consciously it).
  9. If this is a probe of interest then I say it sounds great and similar to my imagination of ideal system for MMORPG.   And yes, I something more than just think such a game system is do-able ie.- integration of RPG numbers and behaviors with player inputs. If designed smart it can mitigate permadeath quite natural way.
  10. Just an idea for martial arts oriented RPG game system I settled with: mixed leveling-skills approach. Simply put- skills have some basis number but when are not used they are fading below the basis- but recovering to the basis is rather faster than achieving the basis. Also when skill is grinded it can go over the basis for a while. Of course top notch skill fades faster then average.Leveling is mentioned as maturity thing- experience big loss, betrayal, sacrifice, crippling etc. It apparently when applied (by percentage) increases the number of repetitions written in for the chosen skill or technique. Also I can imagine some diversity of skill or technique applied can be implemented.   So it gives characters core skills but they can still come up with some different strategy for a significant duel.   Over that each technique is consisting of the same components (with different mixture) which based on how they are placed in the execution coordinates and part of body that is used makes them relevant to other skills or techniques. For example drawing circles in the air with your feet can make your puch better since it is a stability chalenging exercise (technique).
  11. I think it can be fun to have no official currency and having to find out what each NPC values without  saying too much about yourself (which can call an ambush).   If universal currency is prefered then I would say some long lasting food (beans, dried lizards etc.) and gasoline which represents mobility, heat source or can be a weapon... 
  12. I think this is a cook booky article that may give you the answer: http://www.electronics-cooling.com/1999/01/improving-productivity-in-electronic-packaging-with-flow-network-modeling-fnm/
  13. The resource you are looking for is heat capacity. It is  specific heat capacity * mass of the part. And its unit is J/Kelvin. In fact this is super simplified, in reality the heat source is connected through multiple thermal interfaces to other components. Fenomena that it makes can be found under "system's thermal time constant".   In this case heat exchanger (leading coolant into radiator or another big block of heat capacity) would be as close as possible to the heat source.   In fact high energy weapons could not be cooled through radiator without heat capacity that is temporarily capturing the heat and provides time to dissipate the power. Reason is you are limited with bulk size of a radiator. Surface area for radiation heat transfer can be extended by fins but it is limited (density of fins) because then each fins gets a lesser view factor into free space- it sees only another fin.   Another thing thing you might be interested is phase change materials. Imagine it as as wax. When it melts it has already absorbed heat (latent heat) but yet remains practically isothermal - temperature has not raise. Latent heats are huge compared to specific capacities. Such heat reservoir can be also asset for a ship...   BTW: funny to see my daily job topic here
  14. Just a quick idea, maybe something like Aegis of Immortal was in DOTA could help. Here it could be achieved for experience. There would be everlasting quest for stone of recovery to be activeted. After activation player would not raising experience but "fuelling" the stone. It would work also as an experience sink. And what is the difference against current state where the death is the sink? Feel of control, you have the stone you can risk and vice versa you can choose to risk more and grow faster. But maybe it would not fit into the setting and other problems I cannot predict now.
  15.   Am I reading this correctly that: there is going to be fleet pool (for units that were ordered directly to given fleets), and flotilla pool which is distributed to flotillas through the automatical assignment per flotillas' priorities and this pool is filled automatically as shipyard produces the units?       Well, do you know Red Dragon game? There are three potential kind of forces- thieves, mages and army. There is strict order for using them but you don't need to constrain your forces like that. The important thing is that withing each force you are sending actions in wawes to weaken the defences or directly go for one strategic strike if you cannot afford defence destruction  and there are various kind of attacks which requires different amount of attack/defence ratio and also lets say mancount.   To your game these three forces could be spies, aircraft fighters, and bombers imho each unit should contain all three elements. Spies are like sensor it determines efficiency of energy spent, aircraft fighters are in fact representing defence/counter defence, bombers are representing potential to destroy buildings, land defences etc.   How should be spies played? So before invading planet your Inteligence would send or find a candidate or more. He would be playing sort of minigame expanding his contacts as a network. The larger the network higher the efficiency on resources he spends. The second part of spying game would be to get the resources to him. Some actions like laser localize spots  for bombing could require not only generic resources but also an equipment. So if you would play your spies excellent you can for example confuse defences (blind target), so the aircraft fighters will stay at the hangars, and that you can start directly with a bombing and destroying the fighters using your bombers.   The important feature is to be able to set actions for each fleet/unit for spies and be able to separate them in turns, so that you can make logical process how to reach the goal, also being easy able to stack these actions into larger containers 1 or two levels higher so that they can be reused or broken down and modified would be for large scale game probably a must have...