But, the floating resources would definately solve the "Black hole only one" or "Black hole too far" issues to some extent
we could add a quasar (or more ?) so we could get a more balanced strategical situation, but this is depending on how the galaxy is filled with players , so i waited some time.
[ This Message was edited by: spacetrace on 2003-12-23 21:15 ]
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
Posted: Tue Dec 23, 2003 9:43 pm Post subject:
Errr... THAT was weird I proposed for the resources /no matter what they are, or what they do, or whatever/ should not have a fixed position, but to float in space, and in return I get...
Well, either I didn't get it, or you just said that "Having a stockpile of resources in a fixed position, which is allways closer to some players and far away from all the others" is better than "Having a stockpile of resources which has not a fixed position, and is sometimes close to some players, then to others"... My idea was that should resources be not self-extracting /e.g. on planet, planet-system, etc./ but are harvested, they shouldn't be in the same place all the time...
As for the quasar, maybe it's better for it to be a teleport to the hole, rather than another black hole...
_________________ _____________________________________________
"Unity creates power"
Khan Kubrat to his 5 sons
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
Posted: Tue Dec 23, 2003 10:05 pm Post subject:
Well, resources shouldn't be fundamental in any way to the game... I like the idea of them balancing new strong ships, but if so, they either have to be a kinda "time-limit"-restriction - allowing only a certain ammont of strong ships to be built in a week for example /if resources are *self-extracted* - harvested from the planet, planet-system, etc./, or, to be a kinda king-of-the-hill-restriction /if they are harvested, not "self-extracted"/... But the 2nd type - should the position be fixed - leaves a clear "One strong alliance - one strong fleet" result...
And, whether it affects only new ships or not, I think that fighters, destroyers and cruisers should not cost any resources at all
_________________ _____________________________________________
"Unity creates power"
Khan Kubrat to his 5 sons
On 2003-12-23 22:05, Metody I The Evil wrote:
Well, resources shouldn't be fundamental in any way to the game... I like the idea of them balancing new strong ships, but if so, they either have to be a kinda ...
how about an ammution concept for some ships.
for example the spectre need a pipapo-cartridge to fire ...you need to carry stuff with transports from your home to the battle area ?!!
ok i agree with everything just tell me that the resource collectors ships are faster and all the ships are faster to go to some places because i don't like that waiting 6 days only to get to some place i like the idea of one attack per 24 hours in a planet but i hate the idea of waiting too much! and i hate to be waiting and set the coords for issues so i beg to them to be set in the game autometically for the resourse planets that u know ... it will make the game a lot easier but then is better not to complicate the game a lot!! i still don't know so many things.. i make impossible ships and everything ( fortunately i am in a good place) but if u do the game really really difficult i would leave too!!!!!!!!!
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
Posted: Wed Dec 24, 2003 9:05 am Post subject:
Ammonition ships -> yeah, good idea - they recycle after the ship fires /e.g. ammo spent/, then the battle engine will include some quite nice features such as *ship-dependancy* /e.g. ship_alive trigger - if the ammo-ship is alive, then another ship can fire/ etc. But indeed, it will make the game a lot more complicated, though realistical...
Maybe the ammo-bit should be automatical - e.g. six hours after the first battle, the ammo arrives... This will make a kind of battle-pause - e.g., you can rely on super-strong ships only in one battle every six hours...
But, I don't think that existing ships need such a drawback... It can balance "unbalanced" super strong ships - so, player 1 built a super-strong fleet of ships, and he launched an attack... He easily smashed through the defense of player2, but his ships ran out of ammo... Then, 2nd fleet of player2 ambushed, and without loosing a single ship, took out all of the super-strong ships - cause the "ammo-pause" hasn't been lifted
_________________ _____________________________________________
"Unity creates power"
Khan Kubrat to his 5 sons
so it seems, that a resource that is produced automatically on the planets is favoured. it should be only needed for some strong ships to limit their number in the game. (spectre, holofleetcarrier?, kamikaze?,... which are the ships, that should be limited, and is it needed at all?)
it could also prevent n00bs from building useless fleets (for example 15 motherships)
i like the trigger that binds some effects for some ships to the presence of other ships, that could be usefull.
Joined: 15 May 2003 Posts: 1154 Location: Caracas, Venezuela
Posted: Thu Dec 25, 2003 2:56 am Post subject:
Quote:
On 2003-12-23 14:22, admin wrote:
@darklim: what are you fraid of?
it should not make it harder to play. just a new option.
there were many requests for a new aspect about conquering in spacetrace, and i think that is a very banning gameaspect, that could increase the joy in spacetrace.
sure spacetrace should not be one of these build-up until-you-own-the-galaxy-games, but i still think there is missing a certain trading-component in the game.
it should not change the existing concept, which is all about the composure of fleets, more it should add some more flavour, that you really feel like floating in space
what do you think?
That need more time and time i don't have...
Need to sleep
Can't check it everytime
And Jam, i leave the game but not the forum, SPAM forever
_________________ The Spam Master of the Spam Alliance
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
Posted: Thu Dec 25, 2003 9:03 am Post subject:
@Darklim... you know, I just took a closer look to your message... SPAM... You know, if you replace the "S" with "C" /"C" is the cyrillic equivalent for "S"/, you get CPAM - which means SHAME, EMBARASSMENT
I think that admin's idea - to use resources to limit some ships, is good... But that will in turn be some equation - you can collect a certain ammount of resources in those 3 months, so for example, you can build 50 spectres in that period of time...
But, I don't think that there are any super-ships that need that kind of balancing - maybe only the Doomstar? Otherwise I think that enough of the *resource-demanding-ships* have been invented already - check out the New Technologies, which haven't been implemented - with this new concept they can make it into the game... The question is - will the super-strong ships be race-specific, or not?
And, what if the resource cost of a ship varies depending on the quantity instead of the MP like it was proposed?
_________________ _____________________________________________
"Unity creates power"
Khan Kubrat to his 5 sons
how about if each race has their own resource in unlimited quantity (or is grown gradually), but there is a limit of the other types they can possess. like 3000 mp worth of each type together(1500 for 1 type) then we have inter race trading. a race can only trade resources that is their own EG: e-rays can only trade with kazuuula nad human.
what do you think??
I like the floating stuff a lot, but then again, we have floating stuff already! All the "food" stuff that can be found on prewarps, only that it is so little, a bit more then 3 missiles would be nice. I ran into a burger king on one pre-warp, NO KETCHUP, can u believe that?
[ This Message was edited by: Skyfreak on 2003-12-30 12:46 ]
i think there should be a new fleat a 4th one, this fleat would deal with the trade of resorses and can only use the transwarp-network to get around. difrent races mine more of one type of resorses than anither, so a mycilloids race makes more plutonium than a kazuuula race. this would mean that a mycilloids race could give spare plutonium to a kazuuula race, for them to build more varied fleats, the kazuuula race would pay the mycilloids in points acording to there raraty
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