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RE: How'd you like your DW, fast or slow?

 
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RE: How'd you like your DW, fast or slow? - 11/6/2010 12:53:14 AM   
Igard


Posts: 2282
Joined: 3/29/2010
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quote:

ORIGINAL: WoodMan

Yeah, by sphere of influence I mean a bit bigger than a system. The kind of size I'm thinking would in the dense clusters perhaps cover 4 or 5 nearby systems, but around the edge of the galaxy where they are further apart it might cover no extra systems at all. The more aggressive the race, the larger the spheres.



I think that would work really well.

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(in reply to WoodMan)
Post #: 31
RE: How'd you like your DW, fast or slow? - 11/8/2010 3:26:32 PM   
Carewolf

 

Posts: 61
Joined: 9/20/2010
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Depends:

I LOVE slow carefull expansion, but I really don't have time to play a lot of these games. So a good option for a faster paced game would be appreciated, but I am going to judge you based on the epicness of the epic paced version :D

A few hints though: The current game suffers from research speeding up during the game. Please try to fix this as well as you can. In the later part of the game I have a lot to do, and getting new tech thrown my way all the time, just makes it less interesting (and cumbersome to redesign ships based on it). Make sure the early research progresses better, so the player has a sense of improving in the early part of the game.

Also there is the traditional problem of tech trading. Consider making bought and sold tech handicapped in some way, and try to avoid one single factor, like population size or number of colonies making it possible to dominate all areas of the game. A few classic ideas: 1) Disallow tech-bartering, making it only possibly to sell tech you have researched yourself, not tech you have bought from others
2) Blueprints, bought or discovered tech comes in the form of blueprints. You still need to research the tech yourself, but having a blueprint speeds up the research a lot (and enables it for race or discoverable techs). 3) Split tech in two parts, the first being research, the second being application. The research part is the same for everyone, but application would scale with the size of your empire. This partly handicaps larger empires research speed in a more realistic fashion. 4) Tech spread. Let trading or open borders result in organic tech spread from more developed empires to less. For instance by adding research points each time a private ship docks that is more advanced than player it is docking at.

< Message edited by Carewolf -- 11/8/2010 3:31:36 PM >

(in reply to WoodMan)
Post #: 32
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