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User137
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I want game to has possible micromanagements, but it will be possible to select many ships like in starcraft, using shift+click to add or remove from selection. Then set behaviour of many ships at the same time.
This will be very much faster combat system than moo2 even in network play, when both players can plan their attack same time. Autoplay can be partial, so that player can modify some critical ships behaviour only if they choose to.
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User137
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Well.. wasn't it 5 ship designs in moo2? It is just to keep things simple. Yes, ships can be refitted.
I could make it take shift or control, whichever player likes more for selecting. When either is pressed, there comes selection rectangle and previously added ships remain in selection, which can consist of all ships in the fleet.
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Shadowlord
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I liked (part of) how Alpha Centauri handled designing units. Well, not necessarily how you could have a hundred or so designs at once. That got unwieldy, and I only used 10 or 15 at a time at most anyways (usually closer to six, not counting the various kinds of worker units (terraforming, colonies, probe teams, supply thingies, etc)). What I liked, though, was that when you marked a design obsolete, you kept your obsolete units instead of immediately having them all scrapped.
So here's a suggestion for RFR: When a design is marked obsolete, the player has the choice of scrapping the ships or keeping them. So long as ships exist for an obsolete design, the game would remember the design. However, obsolete designs wouldn't be shown on the ship-design screen - in fact that would stay the same as it is now. The only real visual change would be that the fleet view would show a 7th column for obsolete ships in addition to the six columns for existing ships.
Last edited by Shadowlord on 04-04-2005 at 10:11
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Shadowlord
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Oops. Double post due to hitting quote instead of edit. And I can't delete it. Bah.
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: [SIZE=1]So here's a suggestion for RFR: When a design is marked obsolete, the player has the choice of scrapping the ships or keeping them. So long as ships exist for an obsolete design, the game would remember the design. However, obsolete designs wouldn't be shown on the ship-design screen - in fact that would stay the same as it is now. The only real visual change would be that the fleet view would show a 7th column for obsolete ships in addition to the six columns for existing ships. |
Actually, the problem with not scrapping obsolete ships is that it opens the game up for an exploit. For example, you could create 6 designs, build a ton of ships, scrap the designs and start 6 new designs. Rinse and repeat.
Then you can enter combat with 12, 18 or however many stacks of ships you want and break the balance in combat.
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Brutalisk
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That's essentially the problem I am talking about. User, in moo2, yes you have fewer designs but each ship is not attached to its design. In short, it doesn't get scrapped if you delete that design.
One of my biggest problems with Moo1 was the fact that all the ships you had built get scrapped. There should be a way to upgrade them.
Ray: While also having the scrap option, you could also introduce an option of upgrading a design .
Let's say I have 50 "design a" ships and I have just discovered gatling lasers and shield II and want to upgrade them instead of scrapping. 50 x the cost of refitting to allow me to refit the fleet (="design a").
Thus, you still have only 6 types in combat but atleast you don't lose the ships. (btw, are you going to introduce "experience" in similar style to moo2? ie older crews become better)
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by Brutalisk
That's essentially the problem I am talking about. User, in moo2, yes you have fewer designs but each ship is not attached to its design. In short, it doesn't get scrapped if you delete that design.
One of my biggest problems with Moo1 was the fact that all the ships you had built get scrapped. There should be a way to upgrade them.
Ray: While also having the scrap option, you could also introduce an option of upgrading a design .
Let's say I have 50 "design a" ships and I have just discovered gatling lasers and shield II and want to upgrade them instead of scrapping. 50 x the cost of refitting to allow me to refit the fleet (="design a").
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I don't really see the point. There is a cost associated with upgrading a ship. After all, you can't pay 20BC to go from a 30BC design to a 50BC design.
By the same token, there is also a cost associated with scrapping a ship (you lose half of its value). It's really just a different about of BC going into a different 'bucket'.'
Here's an example:
Let's say that you have 10 "Design A" ships orbiting your planet, worth 20BC each. That's 200BC worth of ship, and you want to replace them with 10 "Design B" ships worth 30BC each.
Let's also say that your planet is spending 15BC per turn to build ships.
To upgrade, you would have to pay for the 100BC increase plus whatever the arbitrary upgrade pct is. Let's say it's 50%, so you have to pay 150BC, so it will take you 10 turns to upgrade your ships.
If you scrap, the scrapped ships immediately put 100BC in your reserve, which you can use to temporarily double your planet's production. Of course, now you need to spend 300BC to build the 10 new ships. With the reserve from the scrapped ships your planet can produce 30BC per turn until that 100BC reserve runs out:
Turns 1-6: 30BC (180BC)
Turn 7: 25BC
Turns 8-13: 90BC
In 13 turns, that's 295BC, which means that the 10th ship will be done on Turn 14. With upgrading, you get it on Turn 10. However, this difference in turns is almost completely dependent on the % upgrade cost vs. the % scrap recovered. If the scrap recovery % was raised to 75%, both would have required exactly 10 turns.
So, to me, the difference between scrapping and upgrading is not a functional difference, but just a player preference. Programmatically, however, scrapping designs is much cleaner and more difficult to exploit.
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Brutalisk
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My prob is the following:
I have a sizable fleet and I am at war. Some key new techs arrive at the scene and I want to incorporate them onto my ships.
In Moo2 you could do that by gradually upgrading the ships without jeopardising your empire. In Moo1, the ships are gone and leaves a GAP in the size of my fleet. That is the problem (and the difference) between the two. I wouldn't even mind doing it at a greater cost (overall) than scrapping and building from scratch. (ie the problem is not the BCs)
I don't have a problem with being limited to 6 designs, but I don't like having to scrap my ships in order to add a new laser on them...
I can understand it's tricky to program.. a suggestion I guess would be for the BC cost of the upgrade to be an OPTION only IF there is enough in the empire RESERVE (and thus the BCs are then deducted from the empire coffers) and you get instantaneous upgrades on that design.
For example, I have 100 "design A" ships. The upgrade cost comes up as 50$ BC per ship plus 50% upgradecost (as a counter measure for the fact that you won't need to put any production in it; heck we can even make that +100%). You can only upgrade that design once you have (50x100)+50% = 7500$ BCs in your reserve. Clicking on the upgrade button instantaneously deducts that amount of cash from your resevre (pending a confirmation "Are you sure?" from the player) and the ships are instaneously upgraded (just like they would have been instantaneously scrapped instead).
The option for scrapping will ofcourse always be there.
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by Brutalisk
My prob is the following:
I have a sizable fleet and I am at war. Some key new techs arrive at the scene and I want to incorporate them onto my ships.
In Moo2 you could do that by gradually upgrading the ships without jeopardising your empire. In Moo1, the ships are gone and leaves a GAP in the size of my fleet. That is the problem (and the difference) between the two. |
But don't you see that it's the scrap option that forces you to make a tactical decision? Simply selecting 'upgrade' whenever you want to stick another laser on a ship removes key elements of the ship design process...
1. Can I upgrade my fighter?
2. Is the improvement large enough to warrant a new design?
3. If I am at max # of designs, which design should I scrap?
All 3 questions applied to MOO1, whereas only the first applied to MOO2. In MOO2, you could redesign you entire fighter fleet whenever you wanted without consideration of anything else.
In MOO1, you might not want to upgrade your fighter JUST YET because maybe you are about to learn a new engine tech and want to ensure that are included in your new design.
And with good planning, question #3 was a non-issue because you always had an old design ready to scrap. I don't think any experienced MOO1 player scrapped a valuable part of his fleet to make a new design.
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Zoetrope
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Melbourne, Victoria, Australia
Sep 1999 time: 05:17
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quote: Originally posted by Shadowlord
I liked (part of) how Alpha Centauri handled designing units. Well, not necessarily how you could have a hundred or so designs at once. That got unwieldy, |
Not the number of designs, but the linear listing, combined with the lack of a place marker, made the design handling unwieldy.
quote: So here's a suggestion for RFR: When a design is marked obsolete, the player has the choice of scrapping the ships or keeping them. So long as ships exist for an obsolete design, the game would remember the design. However, obsolete designs wouldn't be shown on the ship-design screen - in fact that would stay the same as it is now. The only real visual change would be that the fleet view would show a 7th column for obsolete ships in addition to the six columns for existing ships. |
Space Empires 3 and 4 have that feature.
Aside: personally I much preferred SE3 to its successor: ministers did something (and usually the right thing), and multiple orbital spaceyards were great!
Last edited by Zoetrope on 05-04-2005 at 11:48
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by Zoetrope
Why must they fight or leave? Why can't they remain orbiting peacefully?
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Because non-aggression pacts do not allow alien fleets to orbit your colony. If you want to allow that, that's what alliances are for.
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User137
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Surely you allow fleet in war remain in orbit without it needing to attack colony or be sent away? They would only be blocking freighter passage to colonies. They don't have any pacts in war.
This thing is simpler in moo2 and my version.. they can always orbit.
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by User137
Surely you allow fleet in war remain in orbit without it needing to attack colony or be sent away? |
Absolutely! However, they would be considered a hostile force and the entry of any unfriendly fleet would trigger combat.
If they want to stay in orbit around a hostile planet, they have to militarily control the space.
quote: They would only be blocking freighter passage to colonies. They don't have any pacts in war. |
We weren't talking about fleets that were at war. However, signing a pact with a race does not allow them to park a fleet of ships at your colony, whether you are at peace or not. Alien ships orbiting a colony is an inherently aggressive position unless there is an alliance.
quote: This thing is simpler in moo2 and my version.. they can always orbit. |
Unless, of course, another fleet forces them to retreat.
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Ray K
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Allen, TX
Nov 1999 time: 23:17
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quote: Originally posted by vmxa1
Ray stick to Moo1 play until you have a finished product. Then if you want and other prefer, you could try to implement changes. |
MOO1 is certainly the inspiration for the game, but it is definitely no longer a MOO1 clone. However, I think that the differences are understandable and within the spirit of MOO1 gameplay.
quote: To me the value of your product is that it frees me from concerns about future OS and hardware issue that exist in Moo1. |
Hopefully it will be fun as well. 
quote: If you remove the exploit of being able to retreat back to the same planet, then maybe you need to allow orbit for non combatants. The game does not allow you to orbit now you have to fight or retreat, but you can retreat in place so to speak. |
The exploit was removed because it was an exploit that placed the AI at a disadvantage (since the AI played by the rules). That is only reason I needed. However, non-combatants (unarmed ships) ARE allowed to orbit planets in Rise From Ruin. For example, if you and the Bulrathi do not have a pact or an alliance, your unarmed scouts can still orbit the same system at least until a fighter arrives. This, by the way, fixes another exploit in MOO1 where you could use your scouts to scare away the AI scouts.
There are quite a few exploits fixed in RFR, including the "scrap a large ship in production to build an instant fleet of high-tech medium ships" exploit.
Also, players do not automatically get the last vote in the Council meetings. You cannot contest the election if you voted for the race that won. You don't get any diplomatic bonuses simply for being the player. You can't find out who the other races are at the beginning of the game by looking at the galaxy map. The AIs are no longer handicapped by erratic rulers that randomly declare war for no reason.
Oh yeah... the AI absolutely and positively DOES NOT CHEAT. No map cheats, no diplomacy cheats, no research cheats, no production cheats, nothing.
That's the goal. We'll see how sucky it turns out to be in the end.
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User137
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That's my goal too. Impossible AI doesn't mean he gets twice more race pick points to make game unfair. It should play harder with all that player has too. Micromanage every smallest detail to keep empire optimal...
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Shadowlord
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Of course now in RFR the AI regularly scares away my unarmed scouts with his armed ones (since, early on, I can't fit both a laser and reserve fuel tanks onto the smallest ship class). :P
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siron
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I almost completely agree with Brutal here.
Nice ideas user137.
@AI: You should work on MP first. Most considerations with respect to your AI (esp. strategy) are a complete waste of time at this stage. You should play dozens of MP-Games first....then you have the feeling for the equilibrium paths of several races.
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