• Content count

  • Joined

  • Last visited

Community Reputation

2237 Excellent

About valrus

  • Rank

Personal Information

  • Interests
  1. Space 4X - military bases

    Hmmm. I think base protection has to not stack, or else the player is incentivized to build a base on every planet. (Like, oh, here are five planets within a radius, I'll build five bases to get a 5x bonus.) I mean, you could do diminishing returns, like having protection increase logarithmically rather than linearly, but I think it's just easier to say "you're covered or you're not". (Or if you have different levels of bases as technology improves, "you're covered by whichever base is strongest". So the maximum of local protection rates, rather than the sum. But I like the simplicity of "bases provide a standard level of protection, and all bonuses to that come from special mobile units with personality.) What about special fleet bonus stacking? I think special fleet bonus stacking is fine; you only have a few of those anyway, and if they all have a different bonus it's interesting to try different combinations. Two more questions: Can one base host several special fleets, or should it be exclusive? (Or maybe it's a matter of planet size, or technology, like advanced bases can support one more special fleet.) Can a base be destroyed while a special fleet is headquartered there? Like, if the base provides 100 resistance points, and Admiral Smou's Irregulars multiply that by 1.25 or extend its radius by 20 light years, what happens if the base is destroyed? Is there no protection? But presumably the Irregulars themselves provide some resistance, so maybe they offer both a multiplier bonus and some resistance of their own. Or, just, make it so that the special forces are always the first to die, so it never comes up that they're left on a planet without a base.
  2. Space 4X - military bases

    I like the idea of radii, which makes it a bit more like police protection in SimCity rather than fleets in MoO. You choose a planet to be a military base, and planets within a certain volume are protected. (Or, if your space map consists of a graph of jump lanes or something similar, planets within n jumps are protected.) Maybe have two systems of protection, each pretty simple. Bases are permanent, and can have as many military bases as you can afford, and those give a certain radius and degree of protection. You can also have up to twelve non-base "fleets", which need a base to support them. Fleets are treated as an atomic unit (you don't know or care about the specific ships in them) that give some specific bonus (like wider radius, or better protection, or increased reinforcements, or better morale, etc.) to the base they're stationed at. You can reassign a fleet to a different base at any time, although (of course) there's a period of some weeks where the fleet is in transit and doesn't give any bonus anywhere.
  3. It's all equally imaginary; cryptocurrencies can be the underpinning of a working economy just as well as pieces of paper or shiny metals. Why will Boeing make me an airplane if I give it lots of pieces of paper? Because their supplies accept it, their employees accept it, and on down the line, and the employees accept it because grocery stores and banks accept it... What keeps it going? A shared understanding that the pieces of paper are "worth something", combined with a government decree that businesses have to accept them. The benefits of deciding that crypto underpins the economy in your game world is that it's immediately empire-wide by nature (like you don't have to transport it), and it's produced by buildings you already have (power plants and/or research centers). It's basically a way of theming "energy" as "funds", without having to worry about how you actually transport "energy" across the map.
  4. I think the best fit for a near-future postapocolyptic setting would be cryptocurrencies. So your funds would be determined by unutilized computing power. Essentially it'd mean an oppositional relationship between research (using your computing cycles to solve real problems) and money (using your computing cycles to solve meaningless problems that make you money).
  5. Space game ideas?

    I like it; there aren't very many few first-person six-degrees-of-freedom games that aren't pew-pew.  In addition to your other ideas (which are good), I think I'd like to play a "delivery" game with 6DoF, like flying around and through a complex space station picking up and delivering things/people/aliens.  Aliens would mean lots of neat life-support switches (like picking up a Qchari you need to vent oxygen in pod 2 and fill it with methane, and get the temperature down to 5 degrees), and com switches (like for being hailed or for communicating with your passenger). There's a natural upgrade system there, too -- you get money, you buy more passenger modules, additional life support options, translation capabilities for your com, access to station shortcuts, etc.
  6. Plants in a robotic world.

    I don't see the benefit to the "bee" in the second scenario.  I mean, there could be some malicious plants that infect bees to turn them into living seeds, but if the entire ecosystem is built on that, you're going to run out of bees. Also note that in a robot world, your larger plants won't necessarily need intermediaries to transmit data; a big, powered metal stalk can be a radio transmitter/antenna on its own, with a reach of the square root of its height times about 3600.
  7. I'd add it to overhead.  Every month there's some overhead for (say) marketing, multiplied by the number of unique products.  So if you have five products that's $500 a month, but if you have 30 that's $3000 a month.
  8. The only thing about the visual design of Chrono Trigger that you wouldn't have with your idea is that the Chrono Trigger designers always knew exactly how the ground would intersect any shape.  (Chrono Trigger special attacks aren't occluded by objects in the scenery, if I remember correctly, the only thing about the level that would constrain their shape is the ground, and that's always at the same angle and distance from the camera so they never have to change.)  You would need to keep track of the angle of, and distance to, the ground around each posible spell-target point, and its distance from the camera, so that you could display the correct section of the cone or sphere at the correct scale. On the other hand, thinking about "pre-rendered" here (rather than just thinking about "static vs dynamic camera") may have you limiting your options.  If you're making the environments in 3d in the first place, just render them, don't *pre*-render them.  You're not running this on a Super Nintendo or PS1; the system will be happy to render whatever you can (reasonably) make.  That'll take care of rendering the proper conic sections and spherical caps without you having to keep track of where the ground is by some other means, and also handle occlusion by scenery in a way Chrono Trigger didn't.
  9. There was a "one-switch" competition years ago (back when one-switch brought to mind disability accessibility rather than mobile interfaces) where the winning entry was about a little ship that traveled solely by attraction to environmental features.  Hitting the one button in the game turned the attraction on and off.   Also, don't forget Ikaruga!
  10. You could find old mining surveys, but be unable to actually interpret them until you've done some mining yourself.  Like "Okay, I think that thing represents the river, because it forks twice in quick succession like that river does.  There's a bunch of glyphs over here and there, but I don't know what they mean, like does this one mean 'coal' and this sort of hat above it mean 'at the surface', or maybe 'a lot of' or 'not much of'..."  You have to scout out the area and do some mining to test your hypotheses, and as your hypotheses are verified or fasified you gain the ability to read the maps (and thus not have to do so much manual investigation for the rest of the game).
  11. Passive Custom Tactical?

    Gratuitous Space Battles
  12. Sending out heroes on quests

    Setting aside the larger gameplay loops for the moment (e.g., what money buys, how your guild/town/etc. develops, the main plot arc), the core loop of this sort of game is a gambling game a lot like poker.  You choose a hand (your heroes) and hope that alone or in combination they can face an unknown competing hand (the challenges that the heroes will face during the mission), and often there are "tells" in the game that hint at what the challenges are going to be.   If this core loop isn't fun, it can be tough to build a good game around.  But to some extent we can guess whether it will be fun by wondering if the equivalent poker-like game would be fun.  So consider "sending out heroes on jobs" in the Final Fantasy Tactics series.  It isn't by itself a lot of fun; it'd be like poker where you only choose one card at a time (the hero you're sending), and then wait and see if it's higher than another card or the right suit (the hidden requirements for the job, like having high strength or being a dragoon).  It's fine as a minor mechanic in an otherwise complex game, but it'd be too tedious if it were the core gameplay loop.   Given the perennial popularity of poker-like games, adding mechanics from poker is a possible way to keep the core loop interesting (rather than having a tedious core loop supported by external incentives).   Most obviously, treating the heroes more like a poker hand by giving the heroes properties in combination with each other that they wouldn't have alone. In some forms of poker, you gain more information as the round proceeds, and can make decisions based on your better understanding of the situation and its stakes.  Maybe you get letters from your heroes noting a changed situation and asking for advice.  "The duke fortified the castle with more troops.  Do we still attack at dawn, do we give up and go home, or wait a week for you to send reinforcements?" Letting the "opponent" "fold" when outmatched ("The enemy abandoned the castle and ran away!") adds some tension when the opponent *doesn't* fold.  Are they more powerful than they let on, or are they bluffing? Having "community cards", random elements that are shared between the player's team and the "opponent".  Like after sending them out on the mission, a sandstorm arises. Does this help your team overcome the challenge (so press ahead), or make it more difficult (so run away)?
  13. My first suggestion would just be "fewer employees".  If the player can't keep track of them, this will percolate to basically every aspect of interacting with them.   If there have to be this many, give them salaries according to their ranks but have them engage in collective bargaining.  Like if you have 10 sector governors or something, all ten come to you and say "Give us a 75% raise or we all quit."  That's a big raise (so the player won't just agree automatically), but also the consequences of refusing are big (losing an entire tier of employees all at once).
  14. Relaxed explorer

    I like the idea of other traveling gobs a lot.   Maybe to keep the survival pressure up despite the presence of other gobs, you're the vanguard of the great goblin migration.  Young and expendable gobs are sent out ahead on the dangerous work of scouting, finding safe havens, clearing roads and building bridges, etc.  So there are no gobs ahead of you -- no living gobs, at least -- but once you move on, more gobwagons roll on in where you used to be.  You can go back and visit them, and they'll trade you for the things you used to collect in that area.   That's got a nice directionality to it, I think,  You can't get a hold of a future resource early, before you've actually discovered and gathered it, because there aren't any other goblins "further out".  On the other hand, the "further back" goblins serve as a convenient marketplace to re-up on past resources, so that you don't have to spend the whole game backtracking to, say, the banana plants every time you run out of banana leaves.  
  15. Relaxed explorer

    It can be difficult to strike a balance between base-building and exploration (since base-building keeps you backtracking to one position).  It might be interesting to give the goblin a mobile base, like a Romani vardo or a Baba Yaga hut, so that as the player moves further afield, they don't have quite as far to backtrack.   It could even be made a part of the general progression (like the overall need is to move your home, while the intermediate steps serve to move it to the next position).  Like in the first position, your home is in danger and you need to move it, so you have to give it wheels.  Then you roll to the second position, which is in a new biome with new things to get, but there's a chasm and unlike you, the base can't climb trees above or go in the mines below to avoid it, so you have to craft a bridge for it.  In the third, you have to prepare it for a harsh winter, in the fourth you have to turn it into a boat, etc.