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Planetary construction vs System construction plus "Gate blockade"

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13 years ago
May 4, 2012, 7:39:59 PM
I was wondering why that construction was based upon just having the system build improvements and ships.



for instance instead of having just the system produce a ship or improvement, why don't the planets themselves have the indivual improvements?



The system idea thats currently in place makes it alot easier to manage but it feels limited to me (but not a huge limitation)



Planetary Construction would allow more ships and structures to be built at a time since each planet would build the structures and if they have a spaceport or something they could build ships too.



I'm sure the game mechanics were already discussed but that was one thing i was always wondering.



Also i was wondering if there was any ideas or suggestions for being able to build a gate structure along the wormholes and space lines that connect systems to each other to allow a strategic (plus economical) advantage.

for instance, a player could build one and then defend it with ships, and any enemy vessels trying to access that route to the system would engage in combat there as opposed over a planet. plus, if the player that owns the gates decide to, he could put a toll on it for X amount of dust per ship thats required to allow passage through the gate per time they pass through (could be turned off for allies, or perhaps not, greed has no allies :P)
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13 years ago
May 4, 2012, 7:56:13 PM
There is planetary construction. The choice of 4 exploits is planetary, as is moon exploration, terraforming, and counteracting anomalies. It's just part of the design, I like how it works



Wormholes use up all movement point crossing through, I believe, so if you control one end, you do have a strategic limiter in that star system
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13 years ago
May 4, 2012, 8:11:50 PM
i am not sure but i think he means that the system and planetary construction shares the same queue.



i am getting used to it but i am honestly not quite so happy with it ether, seems silly to me that the people that are building a systemimprovement farm are the same people that are gonna build my spaceships when they get done with the farm.



it isnt so big of a deal once the system is well developed but when the system is young it is somewhat a pain.



i am currently on the fence wheteher or not they should change it to maybe a build queue for the system as a whole and maybe a queue that covers all the planets at the same time,



so you could build an improvement at the same time as building a ship.



maybe just give the systems a general queue and a ship queue. so the ship queue can only build ships and the system queue build improvements and exploits.



im not sure how that might mess with game balance though. it would probably effect it by a lot actually so as i said i am on the fence for this to be implemented







EDIT: just reread his post and i was wrong on what he was refering to but what i said was also something i have been thinking about.
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13 years ago
May 4, 2012, 8:23:28 PM
generally I agree that developing new systems is pain in the asssmiley: smile But well, they are new systems, are they not?

You can speed up process by sending more colonies there (colonizing new planets... Haven´t tested yet, but maybe "colonizing" already colonized planet to increase pop, to speed things up. If not included already, I would propose thatsmiley: smile



Anyway-it seems to me "realistic" that you have to develop system for some time before it begins spilling ships... And I think I have seen that my highly developed system built two shis/turn, so production is not wasted...
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13 years ago
May 4, 2012, 8:32:36 PM
I for one really like the way system management works. It's all an abstraction to one degree or another, and this particular abstraction reduces micromanagement and gives players a straight forward way to balance resource production.
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