From: Eric McDonald <mcdonald@phy.cmich.edu>
To: Elijah Meeks <elijahmeeks@yahoo.com>
Cc: Xconq list <xconq7@sources.redhat.com>
Subject: Re: Feature Request: Advance Prohibits Advance
Date: Sun, 05 Sep 2004 16:25:00 -0000 [thread overview]
Message-ID: <413B3619.7090605@phy.cmich.edu> (raw)
In-Reply-To: <20040905014819.70407.qmail@web13121.mail.yahoo.com>
Elijah Meeks wrote:
> As it stands, there's no way to simulate different
> tech paths. I'd like to have a way to shut off
> advances if certain advances are researched, so that
> sides can choose different directions to take. For
> example, if we have two spacefaring societies, we can
> have two techs, one being Ground War Focus and the
> other Stellar War Focus. The side that pics Ground
> War Focus spends less on developing AT-ATs and
> Battlemechs and more for its Cordships and A-Wing
> Starfighters while the other side has to pay extra to
> develop its hovertanks but manages to design
> galaxy-class starships and battlestars at a faster
> rate.
I'm wondering what the best way to model this is. I think that maybe
instead of advances totally shutting out other advances, that maybe we
should think about something like 'advance-adds-rp-requirement' and
'advance-multiplies-rp-requirement' advance-vs-advance tables. This
would allow for a game designer to make researching certain advances
arbitrarily more difficult (or easier). This way a "Ground War Focus"
civilization could _eventually_ research the "Space War Focus" line and
thereby get good at both, and vice versa.
The ability to make researching advances easier is also interesting,
because, for example, in a Civ-like game, after researching "Formal
Logic" and "Empirical Science", a civilization might be able to make a
whole slew of scientific and technological advances much more rapidly
than it would otherwise.
Taken to extremes, the proposed tables could shut off advances by
boosting the RP requirement to some very large number (relative
infinity?), or make gaining an advance trivial by multiplying its RP
requirement by 0%.
I'll think about it some more. I haven't dealt much with the advances
aspect of Xconq before. If it's an easy feature to add (and test), I
might go ahead and add it in the near future.
Eric
next prev parent reply other threads:[~2004-09-05 15:52 UTC|newest]
Thread overview: 43+ messages / expand[flat|nested] mbox.gz Atom feed top
[not found] <20040827050942.5961.qmail@web13122.mail.yahoo.com>
2004-08-27 17:09 ` CXP??? Eric McDonald
2004-08-28 2:51 ` CXP??? Elijah Meeks
2004-08-28 3:47 ` Multiple Image Use Elijah Meeks
2004-08-28 4:02 ` Eric McDonald
2004-08-28 4:33 ` Elijah Meeks
2004-09-01 7:30 ` Standard Game Graphics Elijah Meeks
2004-09-01 16:18 ` Jim Kingdon
2004-09-01 18:30 ` Eric McDonald
2004-09-02 1:43 ` Elijah Meeks
2004-09-02 4:24 ` Eric McDonald
2004-09-03 2:30 ` Jim Kingdon
2004-09-03 3:01 ` Elijah Meeks
2004-09-03 3:17 ` Eric McDonald
2004-09-03 5:10 ` Elijah Meeks
2004-09-03 5:11 ` Jim Kingdon
2004-09-03 6:10 ` Jim Kingdon
2004-09-03 17:18 ` Changing the Standard Game Elijah Meeks
2004-09-04 2:06 ` Eric McDonald
2004-09-04 17:46 ` Lincoln Peters
2004-09-05 1:48 ` Eric McDonald
2004-09-05 6:02 ` Feature Request: Advance Prohibits Advance Elijah Meeks
2004-09-05 16:25 ` Eric McDonald [this message]
2004-09-05 16:41 ` mskala
2004-09-05 16:54 ` Eric McDonald
2004-09-05 17:11 ` mskala
2004-09-05 17:01 ` Elijah Meeks
2004-09-05 16:48 ` Elijah Meeks
2004-09-05 19:43 ` Eric McDonald
2004-09-05 16:50 ` mskala
2004-09-05 16:55 ` Eric McDonald
2004-09-05 16:55 ` Lincoln Peters
2004-09-05 17:01 ` Elijah Meeks
2004-09-05 19:52 ` Jim Kingdon
2004-09-05 20:16 ` Eric McDonald
2004-09-05 19:58 ` Lincoln Peters
2004-09-05 20:15 ` Elijah Meeks
2004-09-05 15:52 ` Changing the Standard Game Lincoln Peters
2004-09-05 16:36 ` Eric McDonald
2004-09-05 20:09 ` Jim Kingdon
2004-09-05 20:14 ` Jim Kingdon
2004-09-05 20:40 ` Elijah Meeks
2004-09-05 22:09 ` Eric McDonald
2004-09-03 23:11 ` Standard Game Graphics Eric McDonald
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