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Post by Deleted on Jul 19, 2015 14:20:13 GMT -5
I know a lot about the AI types, obviously -- I was suggesting that I build a map that plays specifically to their strengths. The Sidtax, for example, would do very well in long lanes, the Dark Terrox would prefer lots of low quality worlds in big clusters. That could be very fun. There are some small and medium maps I like to play alot (degla 48x48 is one) because the games don't stretch on too long to start to become repetitive with 'upgrade colony' and 'end turn' and waiting. If that happens I usually start a new game. (Yes I have a short attention span and focus problems). Also, with the small and med maps, the enemies are close enough to provide a little early action. But facing the same enemies everytime can be boring. There are some enemies I haven't faced though because I don't play large or huge maps. Having 1on1 maps with each xeno type could make the game even better for me. Thanks for considering the discussion in this thread.
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Post by Cory Trese on Jul 19, 2015 14:25:01 GMT -5
Interesting. I am now thinking about other ways to encourage "speed playing" of 4X where the games take 30 minutes or so.
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Post by Deleted on Jul 19, 2015 14:36:11 GMT -5
Cory Trese, how would that work with the long times it takes to research tech? Also, don't get me wrong I like the game. A lot. Just the huge maps takes more time to build and expand before the battling. The build and expand can become routine where the battling is more fun. At least for me. Rinze 32x32 is exciting for me because the red zorga are on you quick. I barely got my sixth colony and was on the defensive. Zenrin Prime was invaded... Quite fun
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Post by Cory Trese on Jul 19, 2015 14:48:10 GMT -5
The thinking would be like baseline the techs -- give the player first 35 techs, 3 hive ships for each Faction and a highly developed Xeno opponent in close proximity.
Just thinking crazy thoughts =)
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Post by Deleted on Jul 19, 2015 15:00:05 GMT -5
The thinking would be like baseline the techs -- give the player first 35 techs, 3 hive ships for each Faction and a highly developed Xeno opponent in close proximity. Just thinking crazy thoughts =) Not so crazy. :-) What about a single faction against a xeno in the above scenario? Wouldn't need politics though.
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Post by Cory Trese on Jul 19, 2015 15:27:06 GMT -5
I've seen the post, definitely -- and if we ever can afford to make another 4X we'll build it without a politics engine.
This one, however, crashes in 5,000 places if Factions isn't 3. "Single Faction against X" just isn't something we can afford to do.
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Post by En1gma on Jul 19, 2015 17:05:47 GMT -5
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Post by Cory Trese on Jul 19, 2015 17:45:34 GMT -5
Yah, but that takes a lot more work to build than giving the player a few extra hives and a bunch of completed RP.
I do still like that idea, it is just that I actually might be able to afford the one in this thread.
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Post by En1gma on Jul 19, 2015 18:05:30 GMT -5
Very true, I just wanted to bring that old one back up just because it was such a cool idea I do love this new one though... Honestly I'm just crazy happy with 4X lately, so forgive my crazy amount of posts on it lately- I'm playing it twice as much as Heroes the last month or so... Thanks again for all the hard work you do!
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Post by Cory Trese on Jul 19, 2015 18:06:51 GMT -5
Wait until you see the next major update ... it brings expanded displays to all windows, volume control, mouse hover ... basically the joy-joy package from BF will propagate backwards into the other games.
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Post by Deleted on Jul 19, 2015 18:29:56 GMT -5
I've seen the post, definitely -- and if we ever can afford to make another 4X we'll build it without a politics engine. This one, however, crashes in 5,000 places if Factions isn't 3. "Single Faction against X" just isn't something we can afford to do. Single faction or three, the speed match you're talking about sounds really interesting. I'm also interested in the normal play, 1 on 1 maps you were talking about. Both of these ideas would add to the game playing experience of 4x (In my humble opinion). And I would be very happy to see both of them added to the game
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Post by tenbsmith on Jul 19, 2015 18:31:29 GMT -5
Great ideas here, Cory Trese. Maybe as part of "speed play" there could be early victory. That is, you don't have to destroy all Xeno colonies to win, you get a victory screen when you achieve a dominant advantage over the Xeno, like if you have twice as many colonies and ships. After the victory screen, an option to play to the end. (It'd be nice to have an early victory option on other maps too.) Sad to hear you'd abandon politics if you do a new 4X. I think just a little more explicit explanation in the senate library and more consistent language in the game would help new players understand.
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Post by Cory Trese on Jul 19, 2015 18:37:12 GMT -5
How about this -- if I was to set out to make another 4X *with more mass market appeal* I would focus on a more streamlined experience with less sophisticated and more predictable underlying rule sets. In this case I was really only referring to the internal politics system -- there seem to be more people who are interested in "diplomacy vs. computer" than the political simulators.
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Post by En1gma on Jul 19, 2015 18:57:02 GMT -5
I like the Political Simulator aspect of 4X, personally. It has the chance to truly set the game apart from other 4X- I haven't seen a game where you have to fight with your own factions' stupid bickering in order to survive. I think if the Political system could be made to be completely transparent, then this would help players react proactively instead of waiting to fix issues they didn't know were coming.
I would like the balancing factors (RP/EP/TP/Etc) be brought to the forefront of the player's attention when they open the political pages. If something is out of balance, the game should highlight potential issues, giving the player ample time to rectify the situation. I see something like this:
1. Game notices that a recent upgrade has thrown Steel Song out of balance, giving them a major advantage over Rychart in terms of Espionage Points. 2. Game gives the player a report of this in the Turn Action(?) Screen, stating that because of this disparity, negative Conflicts are imminent. 3. Player opens Politics screen, where the EP totals are listed for each of the factions. Possible issues are noted by bright red text, giving the player a better view of the issue at hand. 4. Having noted the issues, the player goes to the colony screen of a Rychart colony, where they can decide how to deal with the discrepancy, whether it be building/upgrading or whatever will fix the issue before it gets out of hand. --This can be applied for any of the balancing factors the game uses to determine Negative treaty chances, not only EP...
Just some thoughts, on how I would think the Politics System could be done. I know you've heard a million times about this subject, but I'm a huge fan of its concept and would be sad to see it go.
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Post by eternalheathen on Jul 19, 2015 19:51:44 GMT -5
Tenbsmith suggested that I post these ideas here, and I can see why, as they could work well with a one on one map.
Scenario maps: one of your colony ships starts off on the opposite side of the map, with xenos between, do you settle your ships where they stand and link the empire later, try to bring them together then colonize?
Your starting fleet is in complete dead space with nothing around it, and xeno planets/forces blocking your way to settleable areas, except for the planets right there with the xeno planets. Do you blast your way through or settle right next to them and fight it out?
If you're considering some new maps for random enemies, you could build in some nice scenarios to switch up the pace a bit more. Makes me think of the scenario add on for Sid Meiers Civilization 2, where you generally started with an empire already built. I wouldn't mind dropping 5 bucks on a scenario map iap.
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