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What would the interest be?


Wisp

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Possible solution? Or atleast an idea.

 

Technology is leveled, ie: Wind Energy level I, II, III etc.

Going up a level takes a certain amount of time, and once the required amount of time has passed, you solve a puzzle to advance. That would represent "breakthroughs". The puzzles would get harder and harder as the levels go on, to the point that they are utterly ridiculous to solve, and might lead to stand stills/end of research in certain fields once they reach certain levels.

 

If you get a breakthrough in a certain field, you will be able to give other people the answer to the puzzle if you want, though other people can still solve the puzzle to increase their research. Five/ten units of time (days/years/months or whatever we play by) after a breakthrough has been reached, the answer will become common knowledge/people will no longer need to solve that puzzle and can advance to the next level based on time only. This would insure that the best puzzle solvers have an edge, but not a huge one.

 

Example:

 

Player A,B,C research radar technology.

 

They all started at the same time. Player B figures out the puzzle, but neither A nor C can, and so they cannot advance. Five/Ten years later, the breakthrough becomes common knowledge, and everyone can now advance without needing to solve a puzzle.

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Hegemony-Spain

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Now I'd like to see the counter arguments...

 

You pick 10 levels for yourself: Technology, Recon, Engineering, Defence, Building, Offence, Medical, Leadership...ect, and 3 levels for your second in command. You default as level 1.

Pick a 1,000 colonists (Scientists/whatever).

Can choose to work together or seperate.

Build the hometown, and go from there.

 

So the game is about working together, with some person with 1,000 scientists and spammed technology levels, solving the puzzles, while someone with an army defends them.

 

If you want to play hermit you can, but you are at a major disadvantage.

 

 

That said, it would be considerably easier to skip the puzzle phase and make number of scientists, technology levels and technology buildings into a simple X*Y+Z formula for tech points.

 

Probably:

Tech Level*(Number of scientists/total population)

Then * (by individual tech level, aka medical, + tech building bonus).

 

So: Person with 1 tech and 1 medical(The base figure)

1*(1,000/1,000) = 3

*1=3 Medical points.

Person with 10 tech, 2 medical and a level 3 medical tech institute.*

10*(500/1,000) = 6.5

*(2+3)=32.5 Medical points

 

*Tech institutes would be specific research things...costing 10 points for level 1, 20 for level 2...and so on.

Though you could only have 1 tech institute per settlement.

(Which I would roleplay, not sure about other people)

 

All strategy, no tactics, basically.

Terribly true. Is there a solution though?

 

For it to work we would need to bring in the fog of war on army sizes, and a working espionage system...and run IRC sessions to resolve combat situations in a timely manner.

I would say that, if people kept up to date settlement maps, then the mod could create a landscape map fairly easily using Terragen:

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The only thing missing is trees(You can add water, but that landscape didn't really suit lakes)

Thus it wouldn't be hard to set up a battlemap.

Hmmm, if whoever was combat modding had a dropbox account, and GIMP/Photoshop, then they could set up a battle field update system...So orders were posted, mod moves stuff around(Hence why you need a paint program with layers), calculates any battles that are going on, posts the update in map form, and then repeat...

Would need to be tested for workability.

 

If you did all that you could introduce the tactical element into gameplay, so long as both sides were willing to participate...and some sort of espionage system was introduced.

 

 

 

 

So the ideal settlement would need: a battlefield commander, a research leader and a spy master...potentially a quartermaster as well, depending on the resource system used.

The non-ideal settlement would have to split duties.

(Or the Patton/Dusty solution of just sending your troops down the road until they blow up, comprising commander and spy master in one neat package)

Well I knew you wouldn't agree. I know how you hate facing facts.

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Paint.NET is about as good as Gimp but is way simpler to use and there's no fuzz about special files that only it recognices. It's not on a comparable level to photoshop though, the effects are a bit cruder. But there's no price at all, as the instlation states, if you paid anything for it, then you've been scammed.

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