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[freeciv-data] Re: [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extendi
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[freeciv-data] Re: [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extendi

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Subject: [freeciv-data] Re: [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree
From: "raven@xxxxxxxxx" <raven@xxxxxxxxx>
Date: Tue, 9 Dec 2003 23:21:25 -0800
Reply-to: freeciv-data@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7029 >


>>Colonizing other planets as part of the game rather than the end of the
>>game? 
>>
>I would like to be able to plug freeciv planets into a larger game 
>framework, so that as an alternative to colonising other planets as part 
>of the single isolated game, one could when one reaches another planet - 
>or maybe even when developing deep-space astronomy or when your SETI 
>project actually finds someone out there - somehow decide where your 
>current planet sits within some larger framework that could encompass 
>myriads of games.
>  
>
 > [etc., *snip*]

I'd -love- to see that.  It would be very -very- hard to balance that 
though.  I've been working on a ruleset where I'm trying to cut a lot of 
the things that allow one person to zoom drastically ahead of anyone 
else.  I've slowed the game down so you're units aren't out-dated by the 
time they get where you're sending them, turned off all the wonders (I'd 
like to make national improvements that everyone can build instead, but 
I've had trouble with that due to hardcoded stuff and my own lack of 
understanding of how it's put together), if I could I would eliminate 
the population boosting effect of upping luxuries.  I've made so minor 
changes to a few unit stats, to improve the defensability of cities.  
Also, I've been using the settings in game.ruleset which allow for tech 
leakage: it's cheaper to develope tech when other players have it.  
Which is a very cool setting, and is finally useful for single player 
mode (in CVS) now that AI make treaties and trade with each other.  
Alliances can get ahead on tech, but not without making it easier for 
other's to catch up.

Anyway, seems like the first step towards something as big as your 
talking would be to get a varation on the rules where it's balanced so 
multiplayer games ever last to space travel at all.  Next is figuring 
out some way to rig it so players only meet in interstellar travel if 
they're decently evenly matched.  Perhaps having interstellar contact 
would be an opt-in arraingement out of game by the players, with the 
help of detailed game stats to decide if it would be a decently fare 
match.  Or something.  Willy-nilly galactic combat would get old real 
quick, if you had somebody with a huge multisolarsystem empire sticking 
a few Star Destroyers in orbit around a pre-industrial planet.  Just 
plane suck for the players in early game, and no chalange for the 
Galactic champion.

Hypothetically, I really like the idea though!

--Zack






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