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May 25th, 2002, 09:26 PM
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Private
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Join Date: May 2002
Location: NYC, NY
Posts: 12
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Re: Hi, all--
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Originally posted by tesco samoa:
Keep in mind that a turn is 30 days.
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Certainly. Hmm, I don't want to get bogged down in the specifics of implementation yet, particularly as I don't know enough about what other people have already tried.
I'm reasonably familiar with the 'standard game' and TDM-modpack (probably ~50 games total), and it seems like most people discuss and make changes in proportion to that. Becoming familiar with, say, how DevNull or Derek's mod alters these balances will take a bit of time and a few games, not that there is anything wrong with having to play a 'few' games of SEIV. :-)
Quote:
So the resource converter is not out of the question or unbalancing.
The Stars! resource gathering will not work in SEIV style.
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Yes. I suspect you're also cautioning me indirectly to learn the difference between feasible ideas (ie, ones which do not require modifications to the game engine or hard-coded functionality) and ideas which are non-feasible short of divine intervention from Aaron. Well, that's certainly good advice.
-Chuck
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May 25th, 2002, 09:52 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Hi, all--
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I really want to have supply lines, like keeping ships supplies with tangible supplies and having to protect these lines from cloaked invaders (i have been wanting to do this since C&C, and red alert came out). Then cloaking would have yet another use and tricky *** generals could relle start to kcik booty.
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In P&N v2.6 (currently being tested) I have made SE4 into a finite supplies game.
There are no quantum reactors, or resupply depots.
Bases have limited supplies as well, so you need to build in solar panels or send a tankership every now and then.
There are supersized solar panels for bases, with no tech requirements, so you can actually resupply your first ships in a low tech game.
When a ship runs out of supplies, they lost shields, weapons and movement, so supply lines are very important.
In addition, supplies represent physical ammo and fuel. Your DUCs will bleed supplies, but will cost next to nothing to build (small amount of minerals, no organics, single-digit radioactives)
Missile weapons are even more so.
Energy based weapons like the meson bLasters and Incinerator beams require only 1 or 2 supplies per shot.
Energy requirements are represented by radioactives cost (so the Meson bLasters are very expensive rad-wise), and people requirements are represented by organics cost. Psychic weapons, and biological stuff of any sort all require organics.
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