Some paragraphs would do wonders for people actually reading that.
traveling through phase lanes should cost something, cash definatly and maybe crystals. i see it working like this, jumps to and from your homeworld will be free. the farther from your hw you get the more expensive it is to travel(cost is based on ship type and ship #'s)also your support capital ships should be able to negate the travel expense of a number of ships equivelent to a support ability. it should cost double the travel expense to travel to enemy or unaligned factions planets. i envision there to be a diplomatic option to allow ships to travel in your space, for a percentage of the travel fee, or for free(no tax but at base cost indicated by the distance from your hw) if you are allies. this is where it gets intersting, with all these travel expenses you should be able to focus on where you send your ships. to that end i suggest you impliment "phaseways" similar to what the zuul from sword of stars born of blood use to maintain nodelines. on the civvy tech tree there could be a phaseway tech that increases to the number of phaseways fo your faction. what do phaseways do? well for one they connect any three astral bodies together to decrease (up to 75%) the cost of travel. as you research phase tech your ships travel faster and cheaper, with every other tech level adding a phaseway. these can be used to link your rim world to production centers or to make a defensive area where your ships can travel in and out quickly and cheaply. im not sure yet but after you research it you can link your phaseways to enemy worlds. another aspect of phaseways is their ability to slowdown and increase the travel cost for unaligned and especially enemy ships. these penelties can be increased by research. i know these changes will not make it into the retail version but maybe in a patch/mod. the whole point is to limit expansion and early scouting, and forces you to choose where to focus the bulk of you resources. it aslo seems more logical this way. as far as phaseway managment goes you could put a small icon(maybe two tiny planets connected by a phase lane) with a number indicating your number of phaseways. as you scroll over the icon a tooltip dropdown list will display the planets that each of your phaseways pass through. clicking the button will make all phaseway connected planets and phase lanes glow a color(purple i think works well,like the jump cursor lines from homeworld). you can start with one phaseway and to set it up you click the icon and select 1 from the tool tip menu and simply select a starting location which must be a planetoid, and then select two additional locals, which may be anything. to add variation amongst the factions you could have TEC travel cheaper through phaseways but vasari travel faster. the cost and speed of travel will have to be very carefully balanced but i think that with the above mechanic the game will be alot better and more managable. im really looking forward to peoples thoughts and suggestions regarding my idea, thanks!
I read that it costs anti-matter to make phase lane jumps. Also reading what you just said is painful since you put everything in one paragraph. Perhaps try splitting it in to more then one next time?
Some paragraphs would do wonders for people actually reading that.
lol, i just stared at it for a moment now im all dizzy:) but thats the plan blind the competition
I see it working like this, jumps to and from your homeworld will be free. The farther from your homeworld you get the more expensive it is to travel(cost is based on ship type and ship weight)also your support capital ships should be able to negate the travel expense of a number of ships equivalent to a support ability.
It should cost double the travel expense to travel to enemy or unaligned factions planets. I envision there to be a diplomatic option to allow ships to travel in your space, for a percentage of the travel fee, or for free(no tax but at base cost indicated by the distance from your homeworld) if you are allies.
This is where it gets interesting, with all these travel expenses you should be able to focus on where you send your ships. To that end i suggest you implement "phaseways" similar to what the Zuul from Sword of Stars Born of Blood use to maintain nodelines. On the civvy tech tree there could be a phaseway tech that increases to the number of phaseways for your faction.
What do phaseways do? Well for one they connect any three astral bodies together to decrease (up to 75%) the cost of travel. As you research phase tech your ships travel faster and cheaper, with every other tech level adding a phaseway. These can be used to link your rim world to production centers or to make a defensive area where your ships can travel in and out quickly and cheaply. Im not sure yet but after you research it you can link your phaseways to enemy worlds.
Another aspect of phaseways is their ability to slowdown and increase the travel cost for unaligned and especially enemy ships. These penalties can be increased by research. I know these changes will not make it into the retail version but maybe in a patch/mod. The whole point is to limit expansion and early scouting, and forces you to choose where to focus the bulk of you resources.
It also seems more logical this way. as far as phaseway management goes you could put a small icon(maybe two tiny planets connected by a phase lane) with a number indicating your number of phaseways. as you scroll over the icon a tool tip drop down list will display the planets that each of your phaseways pass through. Clicking the button will make all phaseway connected planets and phase lanes glow a color(purple i think works well,like the jump cursor lines from homeworld).
You would start with one phaseway and to set it up you click the icon and select 1 from the tool tip menu and simply select a starting location which must be a planetoid, and then select two additional locals, which may be anything. to add variation amongst the factions you could have TEC travel cheaper through phaseways but Vasari travel faster. the cost and speed of travel will have to be very carefully balanced but i think that with the above mechanic the game will be a lot better and more manageable. I'm really looking forward to peoples thoughts and suggestions regarding my idea, thanks!
I read that it costs anti-matter to make phase lane jumps. Also reading what you just said is painful since you put everything in one paragraph. Perhaps try splitting it in to more then one next time?
I reformatted ttaargus Original post post to make it more eye friendly and corrected a few grammar and spelling mistake. ttaargus I hope you don't mind me reformatting it?
Also, the last thing I'd want Ironclad to do is look to anything in Sword of the Stars for inspiration.
-Tom
The game is on the verge of being slow as is, we don't need extra costs.
Still its a very interesting idea
yeah thanks again to kenquinn
The Vasari can build structures which let them gate between any two nodes (skipping intermediary paths). I think they also have tech which increases their transit speed and a ship which slows incoming enemies in transit. TEC have a building which keeps enemy ships from jumping deeper into your territory and I think a tech which reduced the prejump wait time. And I am sure the Advent will have some similar bonuses/abilities.
So keep in mind that researching any of these will cost a player credits and/or resources, so there already are costs associated with buffing/debuffing movement capabilities (in addition to the tactical loss of antimatter during the jump). Only it isn't done in an unforgiving cost-per-jump manner.
Edit - Also, last I heard, you had to research the abilities to perform interstellar jumps or use wormholes, so there are a few more movement costs to add to the list.
sorry bout that, is there any way to edit posts? also the anti-matter thing only effects the ships tactical situation not the overall map, im looking at the bigger picture here.
You can only edit a post if no one has made a post after it.
Penalizing attacking players is a great way to slow down a game. This just doesn't really fit the game. The Anti-matter penalty for jumping already puts defense to a tactical advantage. Its good like it is.
Penalizing attacking players is a great way to slow down a game. This just doesn't really fit the game. The Anti-matter penalty for jumping already puts defense to a tactical advantage. Its good like it is.
firstly i never put a price on the jump cost, so you can throw that 5k number out. but you do raise a valid point about turtling. however the whole concept centered on the ability to focus on places you need to be.
well in any case, the idea would not work. even on relatively low costs per jump the system would become extremely prohibitive for larger maps. additionally it would drastically lengthen the time it takes to build up, favor the turtle, amongst a dozen other issues I see with the game
ttaargs if I'm not mistaken you're relatively new to the forums, and most likely the game. while the concept seems interesting enough to have as part of a design concept from the start, it is far too late (5 days until release? I mean really!) to suggest such a drastic reworking of the system.
You can only edit a post if no one has made a post after it.
Except for the first post of the thread, which you can edit forever.
To be fair though I don't want to exclude people from suggesting cool ideas (even if they are impossible to accomplish for release). Who knows what could come of them future versions of Sins.
Though ideally we hope that people can play the game and then decide.
I think making it cost money to travel woudl be incredibly un-fun. It would just introduce another thing to keep track of and slow things down.
I think once you play the game you'll like how it works.
Have you ever seen Blazing Saddles? Where the town keeps the bandits out by erecting a toll booth outside (and none of the baddies have change). It's funny in the movie, but doesn't sound like fun to play.
And hey, cut us people who haven't played but love to theorize some slack
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