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Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 31-10-2001 22:03
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Just to prove that I've got an ego just like anyone else, I'm going to drag over a few thoughtful words of my own from the Delphi side. Food for thought...
=======================

If you don't mind, I'd like to use what you said and make a point to some of the newer folks on the forum, just for education purposes.

Okay, think about what you just said, and let me turn it at an angle and show it to you a different way.

"Micromanaging is fun. Especially early in the game."

Would it perhaps be more accurate to say it this way:

"I like playing a game that requires me to keep track of a certain amount of detail, and gives me as many decisions to make as I can comfortably handle. Early in the game, when there are fewer options, this means I can micromanage everything. Later in the game, when there would be too much information to micromanage, I prefer to loosen up so I can concentrate on just the parts I really like."

Think about that in light of IFP and the tools we give you to macromanage, and ask yourself if we're *really* taking away anything that the average player doesn't voluntarily give up anyhow? Or if we're instead making the game so that the best micromanager doesn't automatically win?

Just food for thought. I agree that we'll have to carefully balance IFP count, but we've been saying that all along.

Master Marcus is offline Master Marcus
Prince
Quebec, Canada
Jan 2000
time: 00:15
Post  Old Post 01-11-2001 00:06
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Of course that have been said a THOUSAND TIMES, but again: the game's success depends on the IFP system , on how meticulously coded it will be, and all that is merely dependant of the AI programming . The AI must be sneak, concise, and versatile - I know that the player will be forced to deal with his own various planetary leaders , each having specific abilities determining how smart the AI will be at running them for you. If the AI opponents are not overly cheating, I think the macromanaging after mid-game will be enjoyable. After all, like you said, you can micromanage almost everything at the beginning since for now the # of IFPs per turn are 8-9, for each turn til the end.

My only gripe at this time is that I wished we should accumulate more IFPs over the next turns, not a lot, but more than a single one for only the next turn.

Also don't forget an important interface compound: the group options where you tell your leaders what kind of things to do, and not to do . This must be worked out, and if possible much more detailed than Civ III - this is where the team can convince micromanagers at heart to become macro addicted like I intend to ( well, a comeback anticipated since the original MoO ).

Now i'm back to my first Civ III game: the AI is much improved, far from human like of course, but stronger since SMAC et all...... I guess we should expect the same improvement ( at least, maybe more ) for MoO 3....

ravagon is offline ravagon
King
Australia
Sep 1999
time: 13:15
Post  Old Post 01-11-2001 09:18
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Hear hear.
The one major failing I can forsee is in the combat AI. I can see myself building highly specialized designs only to have an AI combat director misuse them and wipe out my fleets completely. Similar thing I guess for planetary defenses. I think however that if they can get this right then the game will most probably "Not Suck", in the rather negative words of that poll thread.
I plan on watching pretty much every single combat (this still doesn't take IFP's?) for quite some time before trusting to the AI.

OctaviusIII is offline OctaviusIII
Settler

Mar 2001
time: 05:15
  Old Post 02-11-2001 08:42
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Wow, the developers even cruise around the Apolyton forums... where the heck do you get the time?

And yes, it all depends on the AI, which sounds pretty exciting. Good luck to the AI programers!

And I, too, will be watching all the battles for quite some time, although probably zoomed in as far as I can so I can see the ships in the task forces goin at it instead of just clumps of dots emmitting light. Or however it'll look (I trust rantz).

Sencho is offline Sencho
Warlord
Santa Barbara, CA
Nov 2001
time: 21:15
  Old Post 04-11-2001 12:30 Visit Sencho's homepage!
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quote:
Originally posted by ravagon
Hear hear.
The one major failing I can forsee is in the combat AI. I can see myself building highly specialized designs only to have an AI combat director misuse them and wipe out my fleets completely. Similar thing I guess for planetary defenses. I think however that if they can get this right then the game will most probably "Not Suck", in the rather negative words of that poll thread.
I plan on watching pretty much every single combat (this still doesn't take IFP's?) for quite some time before trusting to the AI.


One trick here is that you don't just have one AI. Each ship has a unique captain who knows the strengths, weaknesses, and duties of his ship. Then each TF has a Commodore who assesses the same stuff but at the TF level. And then you have an overall AI running the battle. So there isn't just a single 'combat AI' to assess combat, it's a series of layered AIs.

Kinda like an onion...or a parfait.

ravagon is offline ravagon
King
Australia
Sep 1999
time: 13:15
Post  Old Post 05-11-2001 10:04
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quote:
Originally posted by Sencho

Each ship has a unique captain who knows the strengths, weaknesses, and duties of his ship


Thats the bit I'm worried about. (but I'm still hopeful)
You should be able to fight a battle in a basic set way, regardless of the skill level of the combat AI's.
One thing I just can't live with is having a fleet annihilated because even basic instructions weren't followed, regardless of the point at which command "failed". There's a certain level of stupidity below which the AI should not stoop (The mentally retarded Psilon Admiral explanation just won't cut it). - Afterall that sort of thing doesn't happen in real life. Er, does it?

Bleyn is offline Bleyn
Warlord

Aug 2001
time: 21:15
  Old Post 05-11-2001 10:58
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quote:
Originally posted by ravagon


Thats the bit I'm worried about. (but I'm still hopeful)
You should be able to fight a battle in a basic set way, regardless of the skill level of the combat AI's.
One thing I just can't live with is having a fleet annihilated because even basic instructions weren't followed, regardless of the point at which command "failed". There's a certain level of stupidity below which the AI should not stoop (The mentally retarded Psilon Admiral explanation just won't cut it). - Afterall that sort of thing doesn't happen in real life. Er, does it?


Uhmmmm..... Errrr.... Yes. It does. A lot. Stupid stuff happens all the time.

And yes military commanders do occasionally violate their basic instructions. Thats part of their job, to take initiative in an ever changing situation, and sometimes it means doing something you weren't supposed to. And most of them know the consequences of both success and failure.

One example of "violating" basic instructions from WW2 involves US subs in the Pacific. Pre-war doctrine and the standing orders from the PacFleet high command at the start of the war required subs to make every effort to avoid detection even in the midst of an attack. Sub captains were being instructed to never run on the surface during the day, and to pursue attacks by sound even at night.

Some of the captains came to learn that it was actually quite safe to run on the surface during the day most of the time. And most very quickly realized that being ordered to make attacks using very crude and primative sound detection was absurd when periscope attacks by day and surface attacks at night were as safe or safer and always more effective. All of this was because of rather unrealistic pre-war training that completely and utterly failed to show how truely effective the submarine could be in pursuing an attack.

Of course, the fact that US torpedos at the start of the war were **** didn't help and the only people who wouldn't believe it were the Bureau of Ordinance guys who made them and never bothered to really test them. That was a real stupidity. They never properly tested the torpedos, and at one point when they did actually run a test on the magnetic exploder, they fired a whole two torpedos. One of which failed to explode. The test was deemed a success, and was later held up by BuOrd as proof that there couldn't be anything wrong with the magnetic exploder.


Hmmm.... now there is something for a 4x TBS game to model in the combat system. Equipment maturation. Early combats with new technologies having negative modifiers for immaturity and system bugs. Do you risk using the latest and greatest hardware and hope that the designers didn't reverse a sign or fail to do a unit conversion, or do you stick with older, less potent but tried-and-true hardware that you can trust?


But I know what you are meaning. If your orders are to take out the heaviest and best armed enemy ships first, you don't want to be defeated because half your fleet went off after a bunch of obselete hulks that happened to be sitting in the system and had yet to be scrapped. Or to use an example from the MoO3 boards, to blow up a ship of a new and unknown alien empire on first contact instead of trying to communicate with it first.

Sencho is offline Sencho
Warlord
Santa Barbara, CA
Nov 2001
time: 21:15
  Old Post 05-11-2001 11:35 Visit Sencho's homepage!
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Unless I'm mistaken (Stormhound, help me on this), you set general fighting instructions and first combat protocol. Your captains aren't in the dark, they look back to see what their empire, Sector Admiral, and Commodore want done.

You set the goals, the overall orders. Then your subordinates go about fulfilling them. So first contact may not be a shoot'em up firefight, but if you've an overly aggressive officer and/or ambiguous doctrine...well, no promises.

Same thing in general combat. You control the strategic objectives. The miniscule details are 'below the radar,' without your intervention.

[LordLMP]
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  Old Post 05-11-2001 18:25
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I wonder if it is possible to customize a leader and then have that leader show up and available sometime during the game...

hmm, can we also bribe and extort governors, admirals, etc?

-LMP

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 05-11-2001 20:08
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Yes, Sencho. Whatever the standing orders are will doubtless have an important effect on how a first contact plays out, and any subsequent diplomacy.

LordLMP, no, you can't customize a leader. This isn't like MOO2 where you had a distinct list of leaders; leaders in MOO3 are generated ad hoc according to specific parameters, based upon various conditions of your empire, and then serve out their careers.

As to bribes and extortion, the best thing for you to do is check out the espionage data dump on our website, which will answer that question and many more.

ravagon is offline ravagon
King
Australia
Sep 1999
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Post  Old Post 06-11-2001 05:43
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quote:
Originally posted by Bleyn

Uhmmmm..... Errrr.... Yes. It does. A lot. Stupid stuff happens all the time.



Hence the I can deal with a "liberal" interpretation of global orders but not a complete disregard of my battle plan. I know plans never survive contact with the enemy but neither are they totally thrown out the window/airlock...

quote:

But I know what you are meaning. If your orders are to take out the heaviest and best armed enemy ships first, you don't want to be defeated because half your fleet went off after a bunch of obselete hulks that happened to be sitting in the system and had yet to be scrapped.


Heh. I think I posted almost that exact same thing in another thread a day or two ago. Agree completely.
If QS gets it wrong then it could be a total lemon but OTOH if they get it right I'm sure it'll be a resounding success.
I'm worried but hopeful

Incidentally are there any details available on combat specifics w.r.t command levels/orders yet?
If we want to set up fast attack squadrons for interference and hit & run flank attacks whilst support squadrons engage in long range sniping of enemy specialist units and the battle line sets up for a standard approach battle, will we be able to?
AFAIK there isn't much out yet on specifics?

Xeovar is offline Xeovar
Settler

Nov 2001
time: 06:15
  Old Post 06-11-2001 05:45
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Hi,

First some honey for the devs
I found out that MOO3 is in development in last few days, when I signed to these forums. As I am a big fan of MOO, and even still play MOO2 I was very happy.
I spent some time today reading MOO3 design information and data dumps (I went through half of it, rest is still waiting) and I couldn't believe my eyes
For a few years I've been thinking about a strategy that would implement a chain of command, independent leaders and this kind of strategic approach and I found something that very closely matches my ideas
Then I read more and each concept I found I really liked. Ethos, tradition and society rocks. As do races and space travel (I do not share concerns about lanes, as if I understood correctly deep space travel would be possible on any way to enemy's territory).
Concept of technology with it's split into theoretical science, applied science and applications also matches my ideas, I only don't like levels there, I'd prefer to have it all named (however I know that it's hard to come up with 200+ tech names )

At this point, I can only wish you luck and, for a MOO3 sake, I hope you won't **** it up Especially AI

And for the question I wanna ask:

quote:
Originally posted by Stormhound
LordLMP, no, you can't customize a leader. This isn't like MOO2 where you had a distinct list of leaders; leaders in MOO3 are generated ad hoc according to specific parameters, based upon various conditions of your empire, and then serve out their careers.


When I was thinking about space empire game concepts and leaders there, I came up with concept of having some academy/schools where your future leaders would be educated and so on. There you would select a candidate for a post that was free. Or you could choose a leader from other post. I assumed that leaders would have some stats (like loyality, ambition, bravery, tactical skill, etc) that would grow with experience and leaders that prove themselves could be promoted to higher ranks (or disregarded to lower in other case). I think that such solution should not be too hard to implement on technical side (well, that probably won't be more than few thousands leaders per empire at most). From gameplay point of view recuitment for lower ranks can be handled by higher rank leaders (AI)

And, finally, the question is: how is it in MOO3 according to current design ?

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 06-11-2001 07:18
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Leaders are generated in a way that reflects your society, and when higher-level leaders leave their job then lower-level ones can be promoted. You don't manage the hirings, firings and promotions, though you can influence them in various ways. Basically, the system is set up to be reasonable without adding an area of micromanagement. More detail I can't go into at this time, but I did a lot of the work in setting up all the tables and I think it's a pretty decent system.

Xeovar is offline Xeovar
Settler

Nov 2001
time: 06:15
  Old Post 06-11-2001 17:44
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Hi,

I finally read all the data dumps, and I have a few questions:

a) Diplomacy ? No word about it What interests me mainly is possibility to create 3+ sides agreements like alliances, trade organizations, common research projects and so on. How complex diplomacy you plan to implement ? Is there some place I can read about it ?

b) Emperor avatar
How closely you are tied to him ? How long will he live (in years and in turns) ? Do you plan to implement some "breeding" of emperors from noble houses or sth like that ? Is it important and possible to move this avatar (like board a Royal Cruiser and go with some task forces to the most important battle/war) ?
How related are your possibilities of action with place the avatar is ? Do you plan to include some diplomacy feature like ultra-high-level talks (between emperors of different empires, or some ministers) ?

c) Can I help you with building the game
That's not exactly a joke, as I'm project manager in IT with pretty decent programming skills (not games however), a long playing experience with strategy games (dating since ZX Spectrum).

I think I already am in love with this game, and I kindda regret I already now about it, and have to wait for at least a quarter.

Xeovar is offline Xeovar
Settler

Nov 2001
time: 06:15
  Old Post 06-11-2001 17:57
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I forgot one more thing:

Espionage:
I'm interested in a range of "black ops" you could run. For example is it possible to use stolen ship that belong to empire X, man it with black ops people and use to create some border incident, just to justify going to war with them ? Or at least to change public opinion about this empire ?

Could you also try to destabilize someone's economy by for example running a major counterfeit operation ?

Hope I don't bother you to much

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 06-11-2001 18:41
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Be glad you have to wait a quarter, you want us to get all this stuff right.

Another resource you might want to check is the series of GameSpy Developer Diaries that we did. It starts here and includes more info on diplomacy and espionage, among other things.

a) You'll find more about diplomacy above. All agreements are between 2 parties only.

b) He's your main means of influencing how things happen in your civilization. Of course, he may not be an emperor, depending upon what kind of government you have. You can't move him around the map, no. He'll be in his job for a fair amount of time (no details right now, sorry), and his replacement will very likely come from one of the people in the level of government immediately below him (there's a picture that I can't give out right now that will illustrate this when you get to see it).

c) I don't think we're looking for outside programmers. It's hard enough being an outside designer when I don't have direct access to anything inside the firewall; I know that with all the security and checking code in and out, it'd be a real hassle to have an outside programmer.

d) Espionage is also covered in the Diary series in as much detail as we're giving right now.

Xeovar is offline Xeovar
Settler

Nov 2001
time: 06:15
  Old Post 06-11-2001 19:14
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quote:
Originally posted by Stormhound
Be glad you have to wait a quarter, you want us to get all this stuff right.


Well, yeah, but you know how hard it just to wait

quote:
Another resource you might want to check is the series of GameSpy Developer Diaries that we did. It starts here and includes more info on diplomacy and espionage, among other things.


Thanks, I'll check this one.

quote:
a) You'll find more about diplomacy above. All agreements are between 2 parties only.


That's bad. IMO really bad. Why ? Because that's main flaw of all TBSes and it's still in

quote:
c) I don't think we're looking for outside programmers. It's hard enough being an outside designer when I don't have direct access to anything inside the firewall; I know that with all the security and checking code in and out, it'd be a real hassle to have an outside programmer.


I know that, so no surprise. But if you need some kind of help (for example alpha/beta testing ) I'll be willing to. I'll even sign any form of NDA

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:15
  Old Post 26-11-2001 15:32
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I wonder how one will diagnose where to spend one's IFPs. How do you "scan" your empire to check that your subordinates are not corrupted/not doing silly things? Such scanning will be needed at first when learning the game, so you put the correct leaders in the correct places, but shouldn't be abused (every turn) since it is a kind of micromanagement (checking all planets to see which ones need attention). Will there be a scan/report option that allows reporting of all planetary activities, and will it cost IFPs?

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 26-11-2001 21:50
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You'll have a SitRep (SITuation REPort) every turn that will tell you the important things that are happening in your empire; it will be at least (and I hope more than just) somewhat configurable to allow you to decide whether you want to see just the really hot items, the moderately hot stuff, or every darn detail. Looking at stuff in the SitRep costs nothing.

In addition, you can go out to different government offices, or to different planets, and look at the details there...again, for free.

With the lone exception of just watching a space battle, it's only when you choose to make things happen that you pay IFP. If your underlings make a decision and you approve, you pay nothing. If you overturn it, you pay.

It should be easy enough to get the info you need to learn how to run your empire.

Sammual is offline Sammual
Settler

Nov 2001
time: 00:15
  Old Post 27-11-2001 22:36
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If the IFP system works out as intended and MOO3 is a hit I expect to see a major change to the way games are created. Micromanagement has been a problem (Or at least a challenge) for many of the better games out there for some time now. The IFP system seems to be a way to solve both Micromanagment (Let the player manage only what they want) and to allow newer players to ease their way into a complex game. And there is nothing like a new way of doing things that widens the target audience for the product for making a publisher happy.

Sammual

Comrade Tribune is offline Comrade Tribune
Prince
Vienna, Austria
Nov 1999
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  Old Post 11-12-2001 05:03
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The IFP concept is exactly how any large-scale TBS game should be managed. I wonder why it took so long for a developer to finally recognize that.

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 11-12-2001 23:12
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quote:
The IFP concept is exactly how any large-scale TBS game should be managed. I wonder why it took so long for a developer to finally recognize that.


You will find it common throughout life that until a problem becomes so great that one literally cannot continue without solving it, it will remain unsolved.

MOO3 could not have been designed as was done had the problem not been addressed. We hope to have our solution prove a successful one.

Zealot is offline Zealot
King
Lisboa, Portugal
Jun 2000
time: 05:15
  Old Post 11-12-2001 23:42
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quote:
Originally posted by Stormhound
MOO3 could not have been designed as was done had the problem not been addressed. We hope to have our solution prove a successful one.


So do we (gamers)!

Comrade Tribune is offline Comrade Tribune
Prince
Vienna, Austria
Nov 1999
time: 06:15
Post  Old Post 12-12-2001 05:26
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quote:
Originally posted by Stormhound
You will find it common throughout life that until a problem becomes so great that one literally cannot continue without solving it, it will remain unsolved.


Stormhound, you are a philosopher.

And yes, you are absolutely right, of course. If your ideas find their way into the game mechanics -and I have a hunch they will-, this is another reason to look forward to MoO3.

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:15
  Old Post 12-12-2001 19:15
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No, just a realist.

And whole heaping chunks of the design are mine. I did practically the whole tech research thing; I designed it based on a picture that Bill and Alan had drawn about how they wanted to divide up technologies...it's probably what secured my employment with QS. Other hands have helped it since, but the praise (or blame!) for the core concept starts here. (I think I've told the whole story elsewhere, but if anyone really wants to be bored with it, I can always use another ego-stroke. )

Fortunately, Alan and Tom and Floyd and I (and Bob and Carol and Ted and Alice) have a highly compatible design style, and that has helped a lot. We work with each other's ideas, bat around suggestions, and generally strengthen things. Tom and I keep Alan's math honest.

Spectrex is offline Spectrex
Settler
Arlington, VA, USA
Nov 2000
time: 05:15
  Old Post 17-12-2001 00:11 Visit Spectrex's homepage!
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Forgive my ignorance, but what exactly is the "IFP system"?

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
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  Old Post 17-12-2001 03:51
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IFP = Imperial Focus Points

IFP are your way of influencing/changing things, issuing orders, and so on. (Getting info is free, making things happen isn't.) You get a limited number of IFP each turn, and once you use them up you're done...no more changes that turn. It's part of our take on cutting out the micromanagement hell that these games can become (the other major part is our macromanagement system, which lets you group worlds in a number of ways, and give orders to whole groups at a time).

Spectrex is offline Spectrex
Settler
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Nov 2000
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  Old Post 17-12-2001 06:17 Visit Spectrex's homepage!
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Hmm.. frankly that seems like sort of a strange way to reduce micromanagement. People who like micromanagement will be forced to change their ways (and possible forced away from the game), while those who don't like it will either find it merely inconvenient or won't notice the differnence at all.

IMHO you should simply provide the tools (planetary governors, etc.) but let the player choose what playing style they like.

At the very least I'd let the player set the amount of IFP points as one of the game options (e.g. few, average, many) and make 'unlimited' an option.

loinburger is offline loinburger
Emperor
Sweet Sauce Jones
Jul 1999
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  Old Post 17-12-2001 06:56 Visit loinburger's homepage!
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IIRC, the intent is to reduce late-game micromanagement for those who don't enjoy clicking on every single colony every turn (a working governor system could have taken care of that), but the intent is also to change the role of the gamer, to force the micromanagers to pick and choose the areas that they are going to focus on. In other words, the intent is to have micromanagers change their ways.

Sencho is offline Sencho
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  Old Post 17-12-2001 07:05 Visit Sencho's homepage!
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quote:
Originally posted by Spectrex
Hmm.. frankly that seems like sort of a strange way to reduce micromanagement. People who like micromanagement will be forced to change their ways (and possible forced away from the game), while those who don't like it will either find it merely inconvenient or won't notice the differnence at all.

IMHO you should simply provide the tools (planetary governors, etc.) but let the player choose what playing style they like.

At the very least I'd let the player set the amount of IFP points as one of the game options (e.g. few, average, many) and make 'unlimited' an option.


Moo3 will most likely crash with unlimited IFPs, and isn't being built with such an option even envisioned. Simply put you, and the up to 32 other empires, would all get the 'benefit.' Further, some items (like the 'speeches') grow in power the more IFPs you add. So, you could do all the Speeches, at infinite power, plus touch on everything, every turn. And so could your opponents.

IFPs allow for micromanagement, but you must choose where you wish to micromanage each turn. With up to 12,000 planets available for colonization, the old build que cycling would take hours of time to complete a single turn. Even with a small empire.

So players can micromanage, but not everything every turn. It's currently looking like 7-9 IFPs per turn, and considering that something like designing as many different ship types as you want consumes just 1, I hope it'd be less of an issue than you believe.

 
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