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a_bert

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Everything posted by a_bert

  1. Heres how I see stuff/it. We should all start equal, nobody picks America/Brazil/Japan etc and leaves someone with a [cabbage]ty country (like england HURRRR). Your economy = your population. i.e. 1 person can do 1 job. Jobs are: manufacturing, researching, harvesting and foodstuffs. Manufacturing; A 'standard' battleship takes 25,000 people 1 year to complete. A 'module' takes 10,000 people 1 year to complete, with an extra 10,000 people per extra square of size the module is. Researching; To research 'modules' it takes 50,000 people 1 year to complete, with an extra 50,000 people per extra square size the module is. Harvesting; 1 person = 1 resource. Foodstuffs; 1 person = space for 4 additional people. I.e. 20% of your population is involved in foodstuffs for maximum growth (I think?). Dat ships; A 'standard' battleship costs 100,000 of X, 75,000 of Y, 50,000 of N, 25,000 of S. A 'module' costs 25,000 of X, 20,000 of Y, and 15,000 of N per square of space. Modules for different things cost different resource types. A 'standard' battleship has module size of 5 by 5. opinions? I don't think it seems that complicated..
  2. fyi I wanted to be mod for this not play it, and I certainly won't play with Archi as mod - nothing against Archi as a person, I'm just tired of the moderation style - but maybe I could put up with someone else also i think the tech tree is lame, only so much of the game should be rigid
  3. http://empiretif.wikia.com/wiki/Empire_Wiki :o I like the idea of modules reducing command points. I guess the penalty would be a negative bonus to your roll in the combat situation. And I get now why the power limit is needed.
  4. I agree with the tetris idea, Ross. We could use a similar system to the grids in Kingdoms, to that effect. Higher tier buildings take up more space, so you have to plan your city carefully. Again, no *heavy* losses is the right way to play, it's the most fun and also the most logical. I'd prefer individual buildings per resource, so that there's more planning involved, but I wouldn't have a problem for just having one building for resources. Unless you're already doing so Archi, I'll look into starting a wiki and once we've made our basic ruleset we can start updating it. I would prefer the SOASE system to the hiver one, it seems to me the only advantage hiver gives is immediate reinforcements & trading between your empire/allies, whereas SOASE makes the game more grounded and easier to grasp, which should in the long run mean more people start up (cause even now, there's gonna be a lot to do to "set up" your empire) EDIT: Your command thing sounds like the Total war games, or similar to it. It's logical, but as long as there is room to still initially outnumber your opponent, cause I think if you're more efficient in building your city you should be rewarded for it. (More inital ships = less losses) I'm not sure I get why you want a power limit though? Or how it would work?
  5. I think we shouldn't have such a rigid scheme for the earning of research points, though the points themselves are a good idea. I'd like a system where we can either mass ships, or produce less but higher tier ones. I.e. research points are part of the resource system. And there's no way we'd have to have an intimate knowledge of advanced physics, I think it's easier for everyone if we just have different tiered things. I.e. your base fusion reactor, your tier 2 fusion reactor (can name it, if you guys want) and tier 3 and so on.
  6. Yes, people should be able to prepare for an attack. I have no idea what you mean as "normal stargates"?
  7. I don't really understand what you mean by one gate accessing another? I think this might answer your question: You only need one ship (as I understand it) to deploy your gate pairings, and then you can send your fleet between them. However, I think how it would work is it takes 6 hours to deploy them?
  8. It seems like the consensus is that Hiver tech is *automatically* implemented on all ships, but you need to set up your own gate to use them, and they're only temporary (and therefore consumed on use, I imagine)
  9. That sounds reasonable enough, and we can call it whatever.
  10. Rocco, you mean hiver in OR a base travel time of 6 hours if you don't use hiver?
  11. No, one of them is most definitely not an intergalactic flamethrower. even if you're joking why would you even think of that wtf
  12. +1ing Ross. I like the idea of black holes, they look exciting in that respect, though it'd take a bit of thinking to be able to exploit use of them I think. And yeah, for the record, Paul read what we've already discussed :P @Mather, which ones? XD
  13. If other people want, we could tinker with the system a bit then. Metal ore Chemicals [inc food] Uranium Oil & various combinations of each produce different values of Equipment (labelled as E1, E2 etc?) for different types of ship upgrade. Other opinions on this, please? Retech, mather? Paul!
  14. That's oversimplifying it in my view. I like that you need to plan your empire to a certain extent.
  15. Not so Rocco, I agree that it would be bad if every resource was needed to make every ship, but we can adjust it to make the early game easier to build a fleet in. And as Ross says, every planet can make every resource. I like having a base travel rate for speed and working from that. If we go from 6 hours per warp from system to system, and with upgrades that time can be decreased? Assume all in-system transportation is instantaneous?. Ross, what would be the differences in black hole systems?
  16. Problem with that is Retech, is that it makes it complicated to work out lengths with the angles. What's the difference between Hyperspace and warp? Hyperspace being what Retech was saying? I'm pretty sure what I was talking about was a similar thing but more regimented. @post below; i like that idea a lot
  17. I think we should have set routes between systems which you have to take, & each warp between systems takes 6 hours? Just a rough idea, but is it agreeable? Of course this means we'd need a huge map so that people could walk around hostile enemies they didn't want to fight. And yeah, agreed on the Spice thing. I like the idea of creating equipment from others, adding another side to the game.
  18. First we need to finalise a resource list, I honestly think the Starport one is going to be the most balanced and easily accepted. That's the list from SGE, though we don't need to use the same descriptions. If everyone can agree on those, we can start to make some figures. Also, are saying planets start with the same base resource gathering rate (total) and you can build your economy up on your planet to increase it's harvesting rate?
  19. It's whatever the majority wants, Ross has already stated he wants a multitude of resources, Rocco wants simpler, what do others want? Personally I'm in the middle, I like the idea of having to balance your resources more finely than just bruteforcing your way to a massive fleet, but I understand that can require time not everyone has to give to Starways. Also, every planet produces every resource, but at different rates. You can't be gimped immediately.
  20. It wasn't intended to be a personal attack mate, just an example everyone would understand
  21. I don't think that restricting, and it's certainly a fair way to do it. Unless someone has a problem with it, we'll do that.
  22. Fair enough, resources only makes sense. Regulation is necessary in the extracting stage though, we can't have a Mather moment where we suddenly have 100 million slaves from our super awesome population system mining everything within 1k light years. Ships system is good. Addons wise... It could be simple enough as, Tech takes X+Y+Z resources and N years to tech, then to add it to your ship takes A+B+C resources.
  23. Ok, one (quickly thought up way) to do it is if: I play as the Sol system, and regulate trading, and we use trading as the base for the economy. i.e. "all" your workers are set to the four specialisations I said earlier, (think MTK) and Sol basically acts as the central hub for the universe (think GE)? We can have a megaton of resources if you want, your planet type & population determine how many you harvest and then price goes up due to supply. If we want demand in, then we can say ships require X of Y resources, N of K resources etc. We can make formulas if that's the way we want to play the game. This is just my suggestion for the economy, we can do it a completely different (and most likely harder to regulate) if you guys would prefer. Rocco, random events & common enemy could all be things I can cover as a neutral moderator. And they seem like a great way to liven up the game in peacetime. And okay, if others are fine with it, aliens all the way. But I'm human. Forever. EDIT: Rocco, research wise, that's my plan.
  24. You wanted something specific! How could a warm planet be beneficial to one player and not to someone else? Do you guys really want aliens in this or something? Maybe you'd prefer something like this: http://www.starportgame.com/wiki/index.php/Planets
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