[Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<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
- [Freeciv-Dev] (PR#7029) Rfc: Fleshing out/extending the tech tree, Guest, 2003/12/03
- [Freeciv-Dev] (PR#7029) Rfc: Fleshing out/extending the tech tree, raven@xxxxxxxxx, 2003/12/03
- [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree, Raimar Falke, 2003/12/04
- [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree, david@xxxxxxxxxxxxxxx, 2003/12/04
- [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree, Billy Naylor, 2003/12/05
- [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree, imbaczek@xxxxxxxxxxxxxx, 2003/12/06
- [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree, Mark Metson, 2003/12/09
- [Freeciv-Dev] Re: (PR#7029) Rfc: Fleshing out/extending the tech tree,
raven@xxxxxxxxx <=
- [Freeciv-Dev] (PR#7029) Rfc: Fleshing out/extending the tech tree, Marcelo Burda, 2003/12/26
|
|