I've read all about the Beta and have some suggestions

Can't wait for the game!!

Hi All!

I've been following this since Beta one and I have some ideas for the final version.

It seems as though there is some hesitiation as to the final product with regard to replayability, AI performance, and overall independant feel for the races.

My idea:

1. Create a random string in both single player and multi-player games that allows for random resource allocation and type prior to launching. (more on this later)

2. Assign, and affix resource types to research paths.

I know simple eh? I admit I'm not a programmer, but it seems that this would not be too complex a task to accomplish?

As to idea 1, randomizing resources and location adds a leel of compexity to your gaming strategy that automatically builds in excitement, and both startegic and tactical management at the get go. It will do away with the click-fest players, that, once the games asthetics are learned becomes a matter of who gets to what first. Randomizing resources and resource types that, alter playing style gives the game a fair element, albeit randomly fair. :)

As to two, I have always felt that having the standard three or four resource types, and having them the same for all races is inandofitself, a boring model for RTS ?? Why not have five or six ways to gather resources and have the resources help or direct the kind of empire you can and want to build? It also creates a sense of urgency for players that are not so easy to adapt theuir playing styles. Forcing them to explore, branch out into unknown space looking for the resource that they are familiar with, and having them defend and protect that valuable resource as if it were the be-all and end-all to the very existence ..

If I'm wrong, and this is more difficult in practice to acomplish, pleas eexplain why, and I also welcome other thougths and ideas from some of the people that have actually played the game ..


Thanks,

Tim-
20,638 views 10 replies
Reply #1 Top
Well, even if it were "easy" its far to late to give any such ideas consideration.

That said, improving your writing and explanation would really help your case if there were time for such things.
Reply #2 Top

Replayability:
-Design your own maps.
-Power random map generator.
-Easy modability.
-LAN and Online multiplayer
-Way more content and things to do than most RTS games (though not as much as a turn based 4X game due to the limits of real-time play)
-New stuff I can't talk about yet :P

-AI performance:
-It's already getting a big boost and I would say the unit AI is already much better than most RTS's.
-AI is adaptable which means no matter what new map you throw him on he will be able to compete (as compared to relying on scripted AI's or AI's that are designed with hints or special code for specific maps).

-Overall independant feel for the races:
-Yes they share similiar roles on their lower tier frigates and eat the same resources but I still contend (and so do many other testers) that the races play out quite differently and each race has a lot of functionality that the others don't have - especially when it comes to capitalships. Nonetheless we are listening to the forums and putting in some extra effort into differentiating them more before release.

Reply #3 Top
Other than the typo's and poor rushed grammar, by whatever do you mean? :)

No seriously, what was unclear?

Tim-
Reply #4 Top
It appears the fat lady has finished singing...

Goodnight everyone!! Fly safely home!! Remember not to drink and hyperdrive!!
Reply #5 Top
I take it you're a developer Blair?

Is the randomizing of resources .. Check that. Currently there is only one resource, correct? Why? Again, please I freely admit I have not played the game, and have no idea for the feel, but I did get a sense from reading that things seem boring after a time? Why not have more resource types, similar to what one would expect to find in a diverse Galaxy with many life forms. One can not expect the life forms to evolve in the same way, and this will be directly related to ones environment.

Adapting to different resources and environments, is also a fundemental trueism for the evolution of organic life-forms. I know it's a game, and the realism needs to be adapted to suit the demographic of players, but it doesn't seem like much of a leap to me. Why not add a few more types of resources, and apply them to different tech approaches and trees? Also, randomizing the location of said resources on the maps; each maps with each different game tends to lead to built in excitement. "Life is like a box of chocolates, you never know what you're going to get".. (Best Forrest Gump) :)

Again, just a suggestion, but I'd really lile to know why it can't be done, or if it was considered and then dropped?


Thanks,


Tim-
Reply #6 Top

Is the randomizing of resources .. Check that. Currently there is only one resource, correct?
End of quote


No.

You have credits, generated from population, minerals / crystals generated by orbital mines, and (if you want to count it...) fleet points generated by planets and planetary upgrades. You also have tactical / logistical limits on each planet which might also be counted as resources.

Why not have more resource types, similar to what one would expect to find in a diverse Galaxy with many life forms. One can not expect the life forms to evolve in the same way, and this will be directly related to ones environment.
End of quote


We have two "primary" life forms in the game: Humans, split into TEC and Advent, and the Vasari who have co-opted human economies as a necessity. The TEC and Advent may be slightly different in some ways, but I don't see it as a major racial difference -- more philosophical, technological and (to coin a term) "enhancemental" in difference than anything else (Advent were kicked out for "forbidden practices" of some kind, I'm assuming biogenetic manipulation occurred to give them Psionic power...).

Reply #7 Top

Yes I am a developer :)

Originally there were 4 resource types in the beginning and then 3 and now 2 (unless you count credits). We culled it back to metal and crystal and the exchange currency of credits (do you consider that 3 or 2?). Everything costs varying amounts and it differs by race and typically certain types of things cost more of another (e.g higher technology items tend to cost more crystal). Various planetoids are better for certain types and there is some randomness and the location is also random (unless you choose a specific map in which case the positions are fixed). It was neccessary to have credits + 2 resources in order to get interesting market dynamics. 4 resources offered us no gameplay benefit after months of testing and actually reduced the ability of the supply/demand system to tug and pull between races if there was no intersection (i.e if they are fighing for the same resource the dynamics are more interesting).

Edit: good point Ron - there are actually a number of meta resources I failed to account for.

Reply #8 Top
Ah, I see, this explains it a little better.

My question to the players and testers would be, do you find this sufficient enough for replayability and forcing your hand in engaging the enemy in both AI games and MP games?

Blair thanks for clarifying this.


Tim-
Reply #9 Top

My question to the players and testers would be, do you find this sufficient enough for replayability and forcing your hand in engaging the enemy in both AI games and MP games?
End of quote


Eh, I usually just buy whatever I'm short on on the black market -- it gets expensive, but I'm such an economy based player that A) I can afford it and B) I don't want to attack until I'm good and ready, period.
Reply #10 Top
While we are on the topic of resources...

I would like to see a random number of asteroids around systems. The current fixed number is kind of dull. I want to be able to explore a system and and go: Wow!! Six crystal and two metal resource asteroids!! This eden is my new skunk works!!!! or so the dream goes...