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Stormhound
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New Jersey
Jan 1970 time: 00:17
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In MOO3, the only limit is due to your money, and you can divide that up as pleases you.
For fundamental research (the thing you have to do to learn what pretty toys are possible) there can be over 30 research fields open at any given time (there are 45 in total). You may have none, one, several, many, or even all of those active at once, funding them as you wish.
For applied research (the thing that actually gives you the pretty toys), you may have as many projects open as you feel you can afford, and fund them at various levels depending upon how quickly you want them completed. Any research points (what money becomes) left over after we deduct what you spend on applied projects are what go to fund your fundamental research, so you might have to make some decisions on how many toys you want to build all at once.
So...6? Ha, we laugh at 6. 
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playshogi
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Will how far ahead/behind you are to the galactic average affect how long it takes to achieve higher tech levels? That would give an incentive to put very little into research in the beginning and make up lost time later.
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Sammual
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I am starting to worry about MOO3 a lot.
The more I hear about MOO3 the better it sounds.
At this point I have higher expectations for MOO3 than any other game ever (With the possible exception of Everquest and although it sucked me in for 9 months it did NOT meet my expectations).
One of the best things I heard so far were the cuts that were announced. They lead me to believe that the people in charge of this project have a realistic view of the game and what can be finished by release time.
Every time I decide how I want to design my race and what playstyle I want to use I find something new..... I am not going to have enough time to;
1) Spend time w/ Family
2) Work
3) Play MOO3
4) Spend time w/ Friends
5) Eat
6) Sleep
Looks like 5 and 6 we be put on the back burner and 4 will happen with 3 for a while.
Sammual
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Sammual
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quote: Originally posted by OneInTen
I don't think it's soo much Revolutionary as the logical next step. |
If they do it the way I hope they do it will be Revolutionary.
Example - My GF is a technophobe. In the 3 years we have lived together I have taught her how to;
1) Turn a computer on and off.
2) Use MS Word to write a letter and spell check it (Spell check is the only function she knows other than TAB and Enter).
3) Check her E-mail (I set it up and created an Icon that takes her into her Inbox).
4) Reply to an e-mail.
5) Visit one of the web sites she has a bookmark for.
6) Search Yahoo for a topic that has one or two words.
Games (Other than Monopoly and the like) are beyond her at this point (She could easily learn, she is very smart, but she wants as little to do with a computer as possible).
She is an excellent role-player.
If she comes up with a concept for a MOO3 race and I help her design it. The IFP system along w/ the AI SHOULD allow her to play MOO3 with her brother and myself and not come in last place. All she would have to do is look over the AI choices and change what does not fit her “vision” of her people.
That IS Revolutionary.
Each part of the process that will allow her to do this is not Revolutionary in itself. The process as a whole will be.
If this game is done right the hardcore fanbase will get it the attention and kickstart it needs to start getting casual gamer sales. Once casual gamers can play against their hardcore gamer friends and stand a chance (And have fun) the sales will take off.
Any game that can span the hardcore / casual gamer line I will consider Revolutionary and it will make big $$$.
Sammual
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OneInTen
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brisbane.qld.au
Jan 2002 time: 15:17
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Well, as I understand the IFP system, you're still going to want to know when and where to use them to get the best value out of them. I certainly hope you have to, I think it would absolutely suck if a newbie who has no idea what they're doing just follows their "vision" for their people and beats a good, experienced player.
IFP need to have enough effect that you can influence the outcome of the game in your favour, otherwise you're playing a part in the book, not writing it!
After all, if playing well doesn't effect the outcome, nobody, hardcore gamer or not, is going to bother playing the game.
The reason why I say the IFP approach is evolutionary is because you're still playing the game, by vetoing the AI's decisions. What will be revolutionary is when you no longer play the game directly at all, but instead can only influence to outcome by selecting and directing your AI governors/servents/players/whatever.
At that point, it would become a much more roleplaying style character based game, where each governor has a personality and individual aims and goals. You'd only get whatever information the governers see fit to tell you (ie they can lie or cover up stuff), and the governor could completely ignore your requests and do what they think is best if they thought it best. Trying to figure out exactly who is and isn't loyal, and what their true motives are would be a huge part of making your empire run smoothly. Of course, one you discover such information, then it might become tricky to figure out what to do next (The governer is incompetent and I think he's lying to me and selling some of our resources to the enemy, but he's also given the people huge tax breaks so they love him and if I replace him they'll get rather irate ... )
So I see the MOO3 IFP approach as merely dipping a toe in the water, not taking the leap of faith towards the revolutionary style of TBS gaming I have in mind.
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Sammual
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The IFP system along w/ the AI SHOULD allow her to play MOO3 with her brother and myself and not come in last place.
I hope that these systems together can make her comparable to the computer (Better due to the fact that she will be less predictable) not able to beat a good, experienced player.
quote: Originally posted by OneInTen
Well, as I understand the IFP system, you're still going to want to know when and where to use them to get the best value out of them. I certainly hope you have to, I think it would absolutely suck if a newbie who has no idea what they're doing just follows their "vision" for their people and beats a good, experienced player.
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I think that we are thinking along the same lines but misunderstanding the main points a bit.
Sammual - He who is looking for a game his GF can get into where she will add something to the game.
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Dinkeldog
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OneInTen,
Some of the real time games pretty much do what you're asking. Majesty, in particular comes to mind, although Rollercoaster Tycoon is about the same. I guess the next evolutionary step there would be, for example, to tell your people in Majesty that you want a new barracks and let them decide where to put it. Aside from physical locations of some building projects, you have no direct control of anything.
In general, though, I don't like real time games much.
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