|
|
|
 |

February 2nd, 2005, 02:01 AM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: SEIV Risk Mod game on PBW
So far I like the mod/game...I haven't had any combat...but I expect to see that in the next few turns. One thought/suggestion. Currently we move 7...which gets us into the system/territory...In Risk, we would own that territory the moment we enter/take it. So to simulate that we should be able to move completely to the middle of the system, and take the planet...This is just a thought. Move 13 unstead of 7 someting to consider. Unless this is an attempt to allow defenders to see an attack comming, or to allow WP defense, which would give the defender and advantage. Defender always won ties in Risk right? Thoughts....?
Kana
|

February 2nd, 2005, 03:32 AM
|
Captain
|
|
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEIV Risk Mod game on PBW
You suggested that a single system would help with the mechanics. What about a single system for each Continent?
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
|

February 2nd, 2005, 02:33 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SEIV Risk Mod game on PBW
That would allow you to use the system-wide abilities to simulate the entire-continent bonus.
__________________
Things you want:
|

February 2nd, 2005, 02:38 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: SEIV Risk Mod game on PBW
Quote:
Suicide Junkie said:
That would allow you to use the system-wide abilities to simulate the entire-continent bonus.
|
Not really. System wide abilities work whether you have every planet in the system or not. Plus I'd have to rework the entire mod. Curently you get to build one ship per planet. There is no sysetm wide ability that will make this work faster. I'd have to make it some sort of resource bonus thing, but the current version of the mod totally ignores economics.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

February 2nd, 2005, 03:25 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SEIV Risk Mod game on PBW
Under that system-continent, you'd naturally have multiple planets per system, so build rate wouldn't be a problem.
Keeping players from bypassing countries would be...
And you'd have to give some leeway in the continent bonus. Perhaps a ringworld "capital" with a zillion planetary shields, that has to be captured by troops, which only a solidly-held system-continent could pull off easily.
----
On a totally different track, that should be more in line with what you have now;
Why don't you move the warppoints in the current mod, so that they go directly from planet to planet?
That way, combat will start the instant you warp, and ships can be given speed 1. No skipping through countries and bypassing the combat.
Defender gets the warppoint defense advantage too.
If you haven't already, you could have the planet facilities build at three times the rate at which they produce. Ships would take the full turn worth of resources.
You're supposed to get one army guy for each 3 territories, right?
The continent bonus could be spread among the planets via resource value %
EG: The austrailian places would be 1/3(base) + 2/4(continent bonus of 2 divvied up over 4 places) = 5/6 of a ship per territory. 2500 income with 3000 build rate/ship cost.
__________________
Things you want:
|

February 2nd, 2005, 03:33 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: SEIV Risk Mod game on PBW
Currently economics are irrelevant. Ships cost one to build and base empire resource production is 50K. The only facility in the game is a space yard which also acts as a resupply depot. It also takes one turn to build on a new colony, so there is a two one turn lag before you can start prodicing more ships.
According to my memory you got one army per country, and that was the easiest thing to setup with an SE4 mod anyway, so that's what I went with.
I considered the warp points over the planets. The main reason I went with what I did was that I wanted the mod to be useable with randomly generated maps as well as the pre-made risk map, and I knew of no way to make the warp points do that in a randomly generated map.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|