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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:25
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Type of game:
Planet-oriented, with possibly a little hybridization. I prefer
a game in which an empire has to be designed and built
on the ground, as opposed to one based in space, where
a planet is abstracted away as a climate. A few extra
planets, if available only in the later game, would open up
space on an otherwise crowded world, but would be
useless if the game is functionally over by that point.
Multiplayer:
Partial multiplayer is probably the only feasible option, and should in any case be the first to be implemented.
Factions:
Factions made SMAC/X fun! Pre-made factions can be
carefully balanced and tested. The game files should be
set up to allow players to create their own factions, but
the game itself should not have such a mechanism, because
it cannot verify that the custom factions are balanced.
Techs:
Technology wins wars today. Atomic bombs trumped
kamikaze pilots. "First-world" infrastructure dominates
the rest of the world, and they have to scramble to catch
up. Props to tech.
Civilization Type:
SMAC has a problem in that the technologies are harder
to relate to than Civ technologies. Everyone knows about
gunpowder, but lots of people have never heard of
gravitons. As fun as the futuristic technology is, it has to
be founded in current techs at the start of the game:
type I.
Allow Talents:
If these are the "super-talents" of Vultur, I hesitate to
include them, and they definitely shouldn't be in an early
build. I'm not sure they are worth the management
hassle, but I also don't know a whole lot about them.
Allow Heroes:
While fun, heroes have little place in a realistic scifi game.
If you bend the rules, conceiveably heroes could lead
military units or be covert ops teams. Getting a hero
would open a window of opportunity in which the player
could make an attack with increased efficiency, if he were
already prepared to attack. Still, I'm biased against
heroes.
Weather:
I favor variable weather, but it must have more of an
effect than to induce players to micromanage. Dynamic
weather would more easily accomodate local climatic
changes caused by structures such as condensors and
boreholes or even by nukes.
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Leland
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I'd like to point out that the civilization "types" in this poll have zilch to do with Kardashev scale (you know, the types J.B has referred to in other threads). Maybe achieving a level similar to Kardashev class II might be kind of a "transcendence" victory for the game, but even then I don't think that the definition of type II in terms of total energy consumption of the civilization is a proper way to label it.
What should be decided, instead of cryptic names like "type I/II", is examples of concrete low-end and high-end techs. Such as:
Low-end: what we have now, plus a few techs adapted from Tal'Shian (flagship for one).
High-end: ability to blow up stars (or at least give them a hicup), stargates, mass-production of anti-matter, teleportation, magic, telepathy, secrets of the universe, making contact with Tal'Shian and/or Drazan, immortality and transcendence from confines of the flesh, practical fusion reactors 20-30 years away.
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Leland
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I agree... at least to the extent that we shouldn't misuse terminology. However I think we've already established that on Kardashev scale, the game will start at type 0 (=current tech) and end before reaching type II (=tapping into energies of a star), which means that using that scale is far too coarse for anything but the most generic outline. Also, I think that gameplay-wise it is almost necessary to bend the realism a little bit, especially in the high-end techs. That's another reason why "type II" is simply not descriptive enough, in my opinion.
Anyway, what do you think of the high-end techs I proposed? Too advanced, or not advanced enough? Any other suggestions?
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Michiel
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They sound good, but lets stick a bit more to reality. Magic, telepathy, immortality. You don't seriously want those in the game, do you? They don't belong in Science Fiction games. Of Secrets of the universe I'm not sure. What exactly do you mean by that?
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Gateway103
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To address Leland's inquiry, here is what my brief comment on them (brief, honest!)
- ability to blow up stars (or at least give them a hicup)
I don't like this one even if the game scope is galactic, primarily for play balance reason..
-stargates
only really useful if you have galactic-sector-scale game.
-mass-production of anti-matter, teleportation,
If the game is on a galactic-sector-scale, then I these are good. For planetary-scale though... they seem a bit too advanced.
-magic
Well, "any technology sufficiently advance would be indistinguishable from magic"
-telepathy,
maybe no necessary a high-end tech, but certain a viable tech. Doesn't the Beastmaster alien native species supposedly have telepathic capabilities.
-secrets of the universe
Hmm... what kind of secret? If you are talking understanding how the galaxies fromed, basically answering all cosmology questions, then sure.
- making contact with Tal'Shian and/or Drazan
Hmm... interesting. This could set up the stage for a sequel 
- immortality and transcendence from confines of the flesh,
Hmm... these two can actual go hand in hand. Transfer your consciousness to machines for example. Interesting idea.
- practical fusion reactors 20-30 years away.
Not high end if you have antimatter, but definitely a usable tech for the game.
-Gateway103
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