Reducing the number of minor races-propsal
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1349 Location: Croatia
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This is my proposal which minor races should be excluded from game cause today number of cc 160 minor races is too high. I will use few criteria like; how much art is done for race, race 2d image quality, special traits and gameplay value. Probably Dafedz will be concerned about balance but game will randomize whole map at each start of the new game so it's irrelevant from which quadrant race is or what type of bonus provides. Let's start...
1.ALGOLIANS (Race 5)
2d image of race is weird (algolian is playing some kind of instrument), another isn't possible to take cause all show scenes with Algolians are fuzzy.
2.ARKONIAN (New Race #) Structure-DEEP SPACE OBSERVATORY
+3% Scan Range, +30% Scan Strength, too many scanners IMO in the game, nothing new, I think we can without them.
3.BA'KU (Race 18)
Very bad Star Trek movie and very boring race, main disadvantage is that Ba'ku people are 100% humans... though they can stay in game imo.
4.BARKONIANS (Race 22)
Pre-industrial race, special structure is Industrial Forge which is technology of player's empire .These forges will ensure they are on the path to
productivity and a burgeoning economy. Barkonians don't have any special own trait, they add nothing to the gameplay.
5.BILANAIANS (Race 26)
2d image of race iz fuzzy better can't be achieved, Memory Alpha has no record about Bilanians.
6.BRE'ELLIANS (Race 30)
Same as for Bilanians (image).
7.BREKKIANS (Race 32)
Structure-BREKKIAN TRADING LANES
+3 Trade Routes, uninteresting, guy from 2d race image looks like friend of Flash Gordon, I propose switching this race with Eymorg (very interesting race,
excellent traits like "the controller", canon ship, full info on star system, beta quadrant too)
8.CYTHERIANS (Race 40)
Such advanced beings with immense technology I can't imagine Cytherians as members in something primitive like UFP. Cool race but they should be random event.
9.HORTA (Race 62)
Cool race and it's good for diversity of the game but can you imagine Horta people running automated farms and intel nets? It's a bit illogical imo.
10.LIGONIAN (New Race #)
Another Tos race with nothing special, structure-LIGONIAN PHARMACEUTICALS
+10% Population Health, +10% Credits
11.MALURIANS (New Race #)
pre-Tos race, nothing interesting about them, structure-MINING SYNDICATE
+15% Raw Materials
12.NECHANI (Race 91)
Delta quadrant race, for gameplay irrelevant, structure-SHRINE OF NECHANI
+4 System Morale, there are far more interesting races in Delta quadrant like Voth or Krenim.
13.ORNARANS (Race 99) It's beta quadrant race, structure-REHAB CENTRES
+15% Industry, +1 System Morale, half of earth is on some kind of drugs, why should player help these loosers...uninteresting there are better candidates for such place like Ariolo and one thing more Ornarans are 100% humans.
14.SKRREEANS (Race 111)
Skrreeans are ok race but we have to cut somewhere don't we?
15.TOROTHANS (New Race #)
Structure- DEFENCE PERIMETER
+20 Ground Defence, +20 Ground Combat, common bonus...
16. Vori and Kradin Problem is that these races share same planet, this is not supported by game functions... so they are perfect candidates.
17. XEPOLITES (Race 142) Structure-XEPOLITE TRADE FRANCHISE
+10% Raw Materials, +15% Credits, ordinary...
19.KES and PRYTT (Race 69)
Same as Kradin and Vori... I don't like this race(s).
20.KLAESTRONIANS (Race 70)
Structure-THE JUSTICE BUREAU
+5% Internal Affairs, +1 System Morale, another race in alpha quadrant... we won't miss it.
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| 01 Aug 2010, 18:21 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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Another thing about Malurians, they true look is lizard-like. They were wearing masks in that episode. Wait, there won't be any quadrants in the game? That's one of my favorite feature. We should give the player an option to turn them on or off at least.
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| 01 Aug 2010, 23:30 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1349 Location: Croatia
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Discussion continues in Developers Thread... don't post here. Thank you
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| 02 Aug 2010, 11:09 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 03 Aug 2010, 13:03 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7801 Location: Returned to the previous place.
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There are no plans to remove the Quadrants, so stop worrying, V.
I have asked Mike to add an option in the game settings to turn the Quadrants off though, so players can customise their games more.
...
With the B'Omar, we intend their Colony ships to hold double the starting population of all other colony ships AND they will be armed. Only the Klingons and the Type III Colony ships of the other Empires are armed, so there is a bonus there. Of course it remains to be seen whether the double pop can be added to the game. If it can't then we'll come up with something else.
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| 03 Aug 2010, 15:27 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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Oh, that's better. One of my favorite features are the quadrants.
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| 03 Aug 2010, 19:33 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 04 Aug 2010, 13:01 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7801 Location: Returned to the previous place.
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It was a bonus. Couldn't remember the exact amount off the top of my head lol.
The way we intend it to work, the B'Omar "structure" IS the 12 colony ships. You build it, and you'll get 12 colony ships.
To my knowledge, Kenneth hasn't built/acquired a model of the B'Omar Colony ship yet, and there is currently only one B'Omar ship in the xml files. The colony ship itself has no stats at the moment though and there is no way of actually implementing the bonus population. The B'Omar have the same expansion ratio as the Vulcans so will expand aggressively.
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| 04 Aug 2010, 13:43 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 04 Aug 2010, 15:18 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7801 Location: Returned to the previous place.
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| 04 Aug 2010, 18:25 |
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viceadmiralv
Cadet
Joined: 28 Mar 2009, 11:31 Posts: 86 Location: Germany
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I don´t like reducing the number of minors.
Even if they don´t bring any benefits i love the diversity. I know there is still 10 times more then in botf but why reducing when they are already in there.
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| 05 Aug 2010, 05:07 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2084 Location: Passed out on the floor after math mistake discovered by Hawking
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Thanks for posting. I also have mixed feelings about taking away from variety. If the issue is too many buildings and pictures to do right now, we could release a limited amount of very good stuff and add on equally good races with graphics in a systematic way as we develop the write-ups, ships and artwork. The beauty of the program is the ability to modify it. Captain
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| 05 Aug 2010, 06:58 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 05 Aug 2010, 11:07 |
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viceadmiralv
Cadet
Joined: 28 Mar 2009, 11:31 Posts: 86 Location: Germany
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Why should a Bo´mar Colony Ship make a only a Bo´mar colony when it joined your empire. I mean in fact it´s just ships doesn´t matter which species built it important is who is on bord. Okay if it takes the pop from the Bo´mar system its most likely them but theoretically it could be anybody on bord. Furthermore the colony ships are more a symbolic thing of the colonization which is discussed in another thread ... more or less you could see the colony ship providing the raw material to built the first settlement.
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| 06 Aug 2010, 05:14 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Uhmmm, because they're the ones (the B'omar) who're suffering the overcrowding in their system, which is what the structure is supposed to address?! Duh! As for the colony ship argument, it doesn't make any sense, but whatever. People believe what they want. If it were so (private transportation and all), then how exactly would you explain the Work Capacity setting? Why can't *any* number of pop be transported at *any* time to the system? Why does it depend on colony ship level? Why don't *all* systems start with full pop then? Or a variable number?
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| 06 Aug 2010, 10:57 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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Oh c'mon. It's a game. It has it's own set of rules.
Why can you respawn after death multiple times while playing SW Battlefront?
Why can you be hit multiple times by an weapon in ST Elite Force while some of your enemies can be killed by a single shot?
How can an army of 1000 soldiers fit into 2 by 2 meter Townhall in Celtic Kings?
None of those game features are realistic, but are necessary for a simpler and fun gameplay. Our rule is that you have three levels of colony ships. You need only one to colonize a system, and more population can be transported by higher level colony ships. Only thing I would change is that the population that colonizes a system has to be subtracted from a system that builds the colony ship or perhaps it should be subtracted from all systems controlled by the empire that colonizes the system.
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| 06 Aug 2010, 11:14 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 06 Aug 2010, 11:16 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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I was never a supporter of civilan transport theory. I'm satisfied with colony ships transporting population.
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| 06 Aug 2010, 11:21 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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So you were not disagreeing with me, you were just getting to use the "It's a game" argument again, because it's cool? I find it to be the last resort type of argument, when nothing else can be used, by that's just me.  I prefer to actually make an effort to work around this type of constraint instead of hiding behind such arguments. In this case, for example, colony ships could cost extra raw materials, and have a higher build cost. The latter would work well with them costing pop from the system, which would slow down expansion, and most likely increase expansion planning/strategy. I guess it would be easy for Mike to add a pop cost to colony ships, default zero, which we could mod and see how it works. Yes, it's a game. A 4X strategy game, though. Even though they've been "dumbified" as of late, a 4X strategy game implies some realism because it deals with things like economy and resource management. It simulates those aspects of the real world, and stuff that comes out of nowhere doesn't really fit. Anyways, back to the regular transmission.
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| 06 Aug 2010, 11:57 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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I agree on the part of costing population, and perhaps bigger material costs. I'm just against colony ship fleets.
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| 06 Aug 2010, 14:26 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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I don't like the idea of colony ships having a population cost, because then the colony ships become a much greater liability. If you lose one to an attack, you lose a chunk of population too. I think an acceptable compromise would be for a new colony to draw its initial population from other (nearby) colonies at the moment of colonization. That way colony ships can still logically be considered as nothing more than a bunch of infrastructure/habitat modules, and the initial population is no longer free.
There's still issues with this proposal, though. The population needs to be taken from somewhere, and that would often mean pulling allocated labor units from other systems. I'm not a fan of involuntary changes to labor allocation. Such changes can have cascading effects.
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| 06 Aug 2010, 16:22 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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Hmm, I forgot about that, maybe we shouldn't change anything in that area.
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| 06 Aug 2010, 16:26 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 06 Aug 2010, 16:45 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 06 Aug 2010, 16:58 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 06 Aug 2010, 18:00 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Yeah. The only "solution" I can think of is to have the homesystem fully populated (instead of less than half), and decreasing WC of colony ships (say to 20 or 30). That would put less of a strain on colony ship building systems - notice that it would also prevent new colonies from building colony ships, colony hopping, which would be desirable IMO - but it would also make colony growth a lot slower - not that that would be a bad thing for certain. Slower growing colonies put more emphasis on minors joining your empire, and decrease credit income which in turn would keep fleets smaller. But it would have to be tested of course.
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| 06 Aug 2010, 18:17 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1349 Location: Croatia
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Exsisting system is fine, i never ever heard that somebody had and compliant about system. Colonists were always outlaws, religious fanatics, hungry people looking for better future. Why should be any decrease in system pop? After-all colonists don't have origins from one system, they come from various sectors and various races and actually nobody would care if they went gone. I think potential of this game is in diplomacy, intel, battles....that are the fields which sucked in old Botf.
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| 06 Aug 2010, 18:38 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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Agreed, we should improve the thing that were bad in the old BOTF, and not the ones that were good.
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| 06 Aug 2010, 18:42 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Hehe, story of my life in here, nobody *ever* "complained" about anything... I must be wrong then. Then again, some people may agree with me privately. Oh, and if colonists are outlaws and whatnot and were not part of the original system's pop, howcome *they* will be the new working force of the new system?! You know, using your head before posting is useful. 
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| 06 Aug 2010, 18:47 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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If anyone agrees he should feel free to speak. If you want a fight, I will give you one, but you will not insult someone who gave so much to the project.
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| 06 Aug 2010, 18:50 |
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