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  #1  
Old April 17th, 2010, 08:10 AM

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Default Re: Planets and Resources

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Originally Posted by pydna View Post
When the solar system is attacked players attack/defend these planetary zones. This reduces the micro management somewhat for both the attacker and the defender.
... I also would love to see a pbem function that would be fantastic.
Cheers
I not sold good or bad but I would think having specific defined zones would increase not decrease the level of micromanagement as you have defined it.

Having zones that correlate for the tactical/combat map depending on how scales are implemented could add variety (debris, gravity wells etc.) but not entirely certain I understand what you are suggesting. Are there any games that have an analogous implementation that you can cite that might help us with a point of reference?

PBEM is a requirement - I think that is a feature pretty much everyone at this point has agreed they would like to see.
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Old April 17th, 2010, 10:29 AM
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Default Re: Planets and Resources

SE4's system isn't broke. It wasn't all that bad and in some cases was pretty open for anything players wanted to do. Not all planetary systems are going to be uniform in design or layout. Keeping the sysytem 'open' as SE4 did was good.
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Old April 18th, 2010, 02:12 PM

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Default Re: Planets and Resources

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SE4's system isn't broke.
I agree I think systems and the ability to customize for games in SE4 was something that wasn't broke - just trying to fully grasp what was inferred or what might be possible with "zones". But as I picture it I think it leads to more micro-management possibilities which in this case for me I don't think would be a desirable game feature.
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Old April 19th, 2010, 02:02 AM

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Default Re: Planets and Resources

Well it depends on how you want to do your system map.

I've only played Stars! and SE V so I can't comment on SE IV.

the zone idea would reduce micromanagement in that instead saying, now I need to build 5 mines on the moon, 3 research stations on the earth, 12 orbital refineries at Jupiter etc.

Instead you would just order 5 mines and 3 research stations for zone 3, 12 refineries for zone 5.

I've actually been thinking you could simplify this even further by diving all solar systems into two zones (inner and outer).


I'd have to sit down and do some playtesting.

How many star systems were you planning on having in an average game?
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Old April 19th, 2010, 10:55 AM
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Default Re: Planets and Resources

SE4 used to have about 200 systems available. Some could be empty and some could be a Black Hole where your ship is drawn into it with a movement modifier toward the center of the system. These are the things that made the SE4 system good, VARIETY!
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Old April 20th, 2010, 07:02 PM

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Default Re: Planets and Resources

I see what you mean now - that is a further abstraction - one that I think could work - but I was thinking more along the lines of placing 5 mines at specific points around the moon instead of just "5 mines at the moon."
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Old April 20th, 2010, 09:33 PM

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Default Re: Planets and Resources

I suppose the two main reasons why I was thinking of zones are:

1. Micromangement - You could get through your economic management quickly.

2. Strategic Planning - Allows you to plan system defences around zones rather than individual planets.

On the other hand if you had invidiual planets/moons etc then this could be fun too. You could have multiple customizable AI scripts to run each worlds economy (e.g. Starter Colony, Mining World, Late Game Colony etc).

Also this could give the player some interesting strategic choices to make. Do I spread my system defences which will safe guard the system effectively against raids but leave me vulnerable to invasion. Or do I concentrate my defences at one or two key locations which will be far more effective against an invasion fleet but leave the outer worlds vulnerable to raiding.

I suppose it all comes down much time will it take a player to do their turn. Don't get me wrong, I personally like a bit of MM but I realise that it isn't everyones cup of tea.
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