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RE: Food and water - 12/3/2011 5:14:22 PM   
Fideach

 

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I didn't consider the effects it could have blockades. If they add that as a element to it, I'd definitely like it.

But yeah, since they would have to add different types of food and drink per race.. I think it be easier to just simplify it as "supplies'. And leave it at that.

(in reply to Malevolence)
Post #: 31
RE: Food and water - 12/3/2011 6:43:54 PM   
Fetrik


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If they add food and water they simply must add the option to have another race as food.

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Post #: 32
RE: Food and water - 12/3/2011 6:45:57 PM   
hein

 

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quote:

ORIGINAL: Fetrik Snubbe

If they add food and water they simply must add the option to have another race as food.


i like it

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Post #: 33
RE: Food and water - 12/3/2011 7:05:04 PM   
ehsumrell1


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quote:

ORIGINAL: Fideach

I didn't consider the effects it could have blockades. If they add that as a element to it, I'd definitely like it.

But yeah, since they would have to add different types of food and drink per race.. I think it be easier to just simplify it as "supplies'. And leave it at that.


Sounds like 'DISTANT Alpha Centauri WORLDS to me!

Food & Water....Wow! Guess every race on Volcanic Planets eat Barbeque and races on
Ocean Planets eat Sushi!

Just kidding folks! Everyone has a right to their opinion!

< Message edited by ehsumrell1 -- 12/3/2011 7:07:24 PM >


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Post #: 34
RE: Food and water - 12/3/2011 7:18:07 PM   
colonyan

 

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For race specific food properties, Slukens have something similar already. Their population growth benefit if there is exterminate option enabled.

Other than that, seems like DW handles population growth equal for all races.
I mean, population growth is such an important factor, shouldn't be all different among race. Only external factor like availability and
competition for luxury should affect it.
Well to be more precise, population and development gives higher strategic value which gives research potential.
Population and development gives also GDP value which is base of tax income.

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Post #: 35
RE: Food and water - 12/3/2011 7:21:25 PM   
Sarissofoi


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Imagine. Just imagine green poor in metal planets whose grow cheap large amount of food supplies and then sell it to barren but rich in mineral worlds.
The big circle. Problem isnt food production but cheap enough and easy food production.
So there should be places where food grow without much work and there places where growing food need great amount of money and work.
Blockading planets with low(and not enough for population) food sources will add more to strategy. Disrupting flow of goods by pirates will have bigger effect on economies.
Also I will add some resources used by civilian population for development.
It is sad that they acctually dont need anything.


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Post #: 36
RE: Food and water - 12/3/2011 7:41:18 PM   
colonyan

 

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quote:

ORIGINAL: Sarissofoi

Imagine. Just imagine green poor in metal planets whose grow cheap large amount of food supplies and then sell it to barren but rich in mineral worlds.
The big circle. Problem isnt food production but cheap enough and easy food production.
So there should be places where food grow without much work and there places where growing food need great amount of money and work.
Blockading planets with low(and not enough for population) food sources will add more to strategy. Disrupting flow of goods by pirates will have bigger effect on economies.
Also I will add some resources used by civilian population for development.
It is sad that they acctually dont need anything.


Right ... We have some kind of scarcity for greater development but not for absolute survival. Luxuries in current DW are not required for absolute survival.
If we look closer, there could be few more scenario and few set of new main ideas.
A. Strategic/(Luxury) resource which enables faster population growth.
B. Strategic/(Luxury) resource which enables to grow further the maximum population.
C. Strategic/(Luxury) resource which enables faster population growth but which creates
dependency on the same resource. Shortage will result in population fall down and
possibly population appreciation/loyalty fall.
D. Strategic/(Luxury) resource which enables larger population but also leads into
dependency creation for the same resource to keep the over default max population level.

Without making current game a new one, there could be a room to play with.






(in reply to Sarissofoi)
Post #: 37
RE: Food and water - 12/4/2011 4:38:26 PM   
Shark7


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quote:

ORIGINAL: Malevolence

quote:

ORIGINAL: ASHBERY76
Food and water is too low ball and fiddly for this scale and I doubt Elliot would want to code it anyway for an expansoin pack.Galactic Emperors do not buld farms.


I'm not so sure about that too low ball and fiddly. We are talking about a game filled with commercially owned ships moving freight all over the place with zero player interaction (or even a screen that displays the queue).

Adding a food and potable water resource isn't that far fetched. My only argument against it is that it would conceivably require different food resource objects for each race (or possibly family of races). It will add to the burden of the existing freighter AI system, which I would think would slow the game down.

In terms of gameplay, it adds all kinds of cool wrinkles to blockades... where you starve the colony into submission, bugs start eating the soft meaty races to survive, etc.




Even if you just abstract it as 'Foodstuffs' that are produced on planets that are native to the player.

If I am human, and go inhabit a desert or volcanic planet, I will need to find a way to produce the food I need on the spot or else ship it in from elsewhere. And actually in the case of deserts or volcanic planets, potable water is going to be the most important resource....you don't grow food without water, you don't live longer than about a week without water... (and you really stink when you can't take a shower ).

Even a generic foodstuffs (that we will consider to be all types of food and water for that species) should be required by all planets not native to the species. Not only does it give your civilian economy a bit more strain as it is forced to haul this stuff around, it makes blackades far more effective and dangerous if a planet slowly starves to death under the blockade. It would add some depth to the system.

Now through research, you would eventually gain the ability to make each planet of any type self sustaining, but for the early game colony rush, having to ship food around would make things interesting. You would need a new tree in the high tech research line though, that being food production.

Farming > Advanced Farming (increased production) > Genetic Modification (increased production) > Specialized Farming (increased production) > Dome Farming (farms on non-native planet types)

This gives us the tool, without making it horribly complicated.

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Post #: 38
RE: Food and water - 12/4/2011 5:29:15 PM   
feelotraveller


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Nooooo!!! I want it horribly complicated.

Of course we could just have a 'win' button.

(in reply to Shark7)
Post #: 39
RE: Food and water - 12/4/2011 5:30:27 PM   
Shark7


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quote:

ORIGINAL: feelotraveller

Nooooo!!! I want it horribly complicated.

Of course we could just have a 'win' button.


It's the big red button...go on push it, auto-win...I promise.

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Post #: 40
RE: Food and water - 12/4/2011 5:32:32 PM   
colonyan

 

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Main reason for introducing survival resource would be for 
- Creating Source for Instability + requiring risk management
as already have been told by several posters.
Other than that research farm tech level 1 2 3 ... to match/grow population size is plain mundane and repetitive.

To create instability and risk management, some place must be able to produce more than other place.
What if just as Shark7 pointed out, disparity was made between

*Developed Colony (abundant, producer) VS Developing Colonies (Research required colonization colonies)

So Developing Colonies import from Developed Colonies the food/water whatever needed.
Requirement I can think of to create instability and risk management issue for good parts of game sequence,

**Most of non native planet/moon type colonies should require import throughout the game to survive and grow,
unless empire invest in Hightech research field which enables to alleviate the dependency for importing. (New Tech)

Finally, as long as food/water creates interesting risk management or instability element without introducing
mundane task (Farm tech 123... blah...), that will be interesting.



(in reply to Shark7)
Post #: 41
RE: Food and water - 12/4/2011 5:50:29 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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quote:

ORIGINAL: colonyan

Main reason for introducing survival resource would be for 
- Creating Source for Instability + requiring risk management
as already have been told by several posters.
Other than that research farm tech level 1 2 3 ... to match/grow population size is plain mundane and repetitive.

To create instability and risk management, some place must be able to produce more than other place.
What if just as Shark7 pointed out, disparity was made between

*Developed Colony (abundant, producer) VS Developing Colonies (Research required colonization colonies)

So Developing Colonies import from Developed Colonies the food/water whatever needed.
Requirement I can think of to create instability and risk management issue for good parts of game sequence,

**Most of non native planet/moon type colonies should require import throughout the game to survive and grow,
unless empire invest in Hightech research field which enables to alleviate the dependency for importing. (New Tech)

Finally, as long as food/water creates interesting risk management or instability element without introducing
mundane task (Farm tech 123... blah...), that will be interesting.





Instead of a farm tech tree, could just tack it onto the end of the colonization tree, or even have the last tech in that tree include the 'dome farming' attributes. Probably would have been the simpler way had I thought it through more before posting.

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Post #: 42
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