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Kuciwalker
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of Schmooism
Feb 2001 time: 00:24
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I had an idea: could there just be a single star system, and you're fighting the other factions for control?
The game starts out on Earth. Whatever calamity is going to happen will happen soon( This disaster will wipe out the entire solar system, so you can't just move to Mars.), so you need to finish construction on your flagship. There would be different strategies even now; you could spend time building the largest ship you can, so you can take as much stuff with you as possible, or you can quickly build a small, fast ship, so that you get first dibs on the land in the new star system. You can even go to war on Earth while you are building your colony ship, trying to slow down or halt construction on theirs, or maybe even trying to destroy them. Finally, you load as much as you can onto your flagship (you can move troops, equipment, resources, and civilians, in whatever proportions you desire) and take off in your ship for the new star system.
This journey only takes a few turns, depending on the speed of your flagship. This allows people to keep playing on Earth after you've left. In fact, until the calamity, Earth continues to be simulated.
Finally, you reach the star system. You now set your ship on course for one of the planets and land wherever you want. You use your civilians to found a city or two, and begin on the new planet.
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Michiel
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You mean two game-parts? One part that only takes a few turns, the other part that takes the rest of the game?
I don't agree. Such a beginning could give one of the factions an amazingly fast advantage over the others. I think each faction should have a certain time in the beginning of the game without contact with others, so they can peacefully build up a basic civilization. Also, if there are gonna be aliens in the game, even player-controlled aliens, where do they come from? If you start in earths solar system, there can only be humans, right?
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:24
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A multi-planet system would be easy to simulate in this case, because there would just be one system. There wouldn't be travel to other systems. There would be the star, planets, moons, and asteroids. Everything except the star would be in motion. Planets would have an orbit, a rotation, everything. You could even have combat on the night side operate differently (the night side would move, of course). Ships could move into different orbits around the planet; when in orbit, they would be above a specific tile on the planet. The planets would be three-dimensional, so the tiles wouldn't be square.
If the first part on Earth would be too unbalancing, then just have people start off with their flagship somewhere at the edge of the system, and let them choose which planet to start out on. If you want aliens, make one of the planets inhabited by a race of aliens with twentieth or twenty-first century technology, somewhat behind the humans (to explain why they don't have everything the humans do). They would not be united, of course; there would be seperate nations of them. It would be wonderful.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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In fact, such game exists (or more precise, existed). It's called Malkari or something equally silly. In short: it's boring. If you want some story in the game, it must be epic story, not just a struggle for survival, there is to much of this in "real life". Or game may be completely plot-less, just multiplayer skirmish with some "historical" and technological outline.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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Maybe, but even largest solar system can't include more that single really habitable planet, and most of planets _must_ be simple junk (Jupiter and Saturns, for example, are impressive things to watch, but how useful they are?).
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Mark123jansen
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Holland
Aug 2002 time: 06:24
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first of all targon this is a SCIEMCE FICTION game, if we want a single solar system with 20 planets of wicht 10 are inhabiteble then thats what we will program.
(besides, you don't know whats out there, NASA hasn't seen all stars yet)
Second, I like the start on earth idea, but instead of having it take a few turns, make it part of the game setup screen, so you can cumtom design your ship, maybe take that extra scout patrol or a power satalite, or some extra databanks. larger ships=late arrival but stronger factions, hard to balance.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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SCIENCE FICTION, that is. Science is an keyword. We humans are designed to fit nicely into Earth conditions (most warm climates), and our civilization is also designed to work under the same condions (electonics in fact works only under "comfortable" conditions, so even unmanned spacecrafts are pressured and climatized), let alone agreculture. 10 habitable planets are simply unreal.
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Blake
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Brainfallocatione
Oct 2000 time: 17:24
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No no no. It's nothing to do with confusion or tradition.
The problem with 1 week turns is the growth scale gets all muddled up.
Realistically, humans grow at around 4% per year. Growth rates as high as 8% are possible, that requires breeding like rabbits.
With a turn length of 1 year, and a growth rate of 4% per turn, it takes around 17 turns for population to double.
With a turn length of 1 week, and a growth rate of 0.08% per turn, it takes 870 turns for the population to double.
Even with a unreasonably short turn length in real time (10 seconds to play 1 turn) that is still way to slow building pace.
So clearly for a turn length of 1 week, we need to COMPLETELY disregard reality. We would need to take reality, turn it upside down, throw it out a window, and let an elephant take a dump on it so it's well and truly soiled, then deny we ever saw reality (that? thats just a big pile of elephant dung).
We wouldn't be able to have humans in our game, we would have to have hyperative breeding machines that live only to fuel the warmachine that goes to war 10 times a year against 10 different opponents..
Realtime strategy games can get away with grossly unrealistic build and expansion rates. Mainly because they completely avoid any mention of "real" time scales (reality? it's under that pile of dung, go have a dig, if you care), as an aside, in virtually all "city building" games, the major source of growth is immigration, which is how they handle the problem of keeping growth rates high enough to be interesting, as another aside, in StP the same thing will make new cities grow fast enough so you dont have to wait 1000 turns for them to become useful.
So anyway. StP will primarly be an Empire Building game. For some players, war will be the emphasis. For other players, war will only be for when diplomacy fails.
Now. I can tolerate some stretches of reality, some simplification of real processes, a bit of abstraction. So if the population is growing at 10%, then I'm aware that probably means 13 year olds having children, and that 80% of the population will be under 15. But atleast it's still close to reality.
And if we have to pretend that the speed of light is actually 6x10^8m/s, then sure, normally the speed of light is 800,000 times what I do in my car on the open road, so it's not like making it twice as fast as inconceivably fast is really going to matter. And if we have to make the game take place in a patch of universe that is so darn unlikely (all arranged in a plane, close together worlds, an unprobably high density of habitable worlds...) then so be it, the universe is so vast, I find it hard to believe there isn't some highly improbable stuff out there.
So in the name of gameplay reality can be bent and twisted. But it is my humble opinion that in a good empire building game, the rules of reality should not be flagrantly smashed to pieces and left on the ground under a pile of steaming elephant-doo.
So, the short of it is. When playing StP, I want to be able to believe I'm the leader of a nation of human beings, not fantastical creatures with unbelivable growth rates. If what you want is a good wargame, then go play one. Theres loads out there, especially in the RTS world (which is much better suited for most war games).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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Why we need some _fixed_ turn length?
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Leland
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Because fixed turns are a lot easier to implement, and if you have enough of them (as microturns) the end result is a decent approximation of a continuum?
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