VGA Planets has several degenerated mechanics and if you are going to clone it you could fix these. If you can't see anything degenerated/broken there, well.... you have a problem You won't be able to clone it succesfully (I mean surpass it). At most you could make a cheap imitation... So, my advice is to look at VGA Planets in a more critical eye. Then you will know how to fix it and make the way they should made it in the first place.
On that, we agree.
I've removed a number of mechanics and arranged a lot of how this works. Otherwise, I'd be making a VGA Planets Mod ;)
For example you don't need to implement pirate race at all Free yourself from the VGS Planets influence or at least sidetrack from it. I just wanted it to sits somewhere in the back of your head
I don't want to :P
The original Pirate race doesn't work all that well, and I believe I can do much better. I believe I already have as a matter of fact. Mine is more about boarding enemy ships than stealing fuel anyway (which always felt a bit out of flavor to my taste). They are real swashbucklers now! Also, they also have a reason to steal actual ships.
That being said, if you feel there are various quirks I should get rid of, don't hesitate to PM them to me. I'd rather not further side-track this forum discussion, but I'm definitely interested in your opinion: even if I don't envision things the way you do, they're always food for thought.
Orymus3 invited me to take a look at some of the huge Acharis-Orymus3 discussions you've been having. I don't feel like I can add too much more to this particular thread, but I would like to recommend the game Stars! to both of you. It was a lesser known title that came out in 1995 and is no longer sold, but you can still download a copy and use one of the public serial numbers. If you haven't played it yet, you should check it out.
I am aware :) I believe it even pops up in one of my discussions, but that may be on TIGSource, not quite sure (it's been a while).
The scout comes with 1 engine, 1 scanner, and 1 general slot. Generally scouts are used for just that, scouting. But you could put a weapon on it to snipe cargo ships or unarmed starbases. Or you could slap a fuel tank on it to make it scout further. Or a cargo pod to haul a few minerals or colonists between your worlds.
That's sort of what I'm trying to avoid in the first place though: it gives the player too much freedom where they actual fun and challenge comes from taming the ship design mechanics to field the ships you need, instead of having to choose a ship not necessarily made perfectly for what you want to do, and figure out a way to make it happen regardless.
I believe that the "ship customization" approach has been catered for by several games (with more or less detail, depending on the game), but the actual skillset of dealing with what you have appears to be under-represented. It is ever-present in RTS games, but rarely in 4X.
As a result, having a finite number of "slots" that can do anything is a simple system, and a clever one at that, but it is going the "wrong direction" for what I'm trying to achieve.
I think it is important for factions to have things they simply suck at, if only to see how players will cope with that.
For example, most of my factions have freighters, which are, dedicated transport ships. These are critical for the economy.
However:
- One faction has a stealth freighter with less capacity. Essentially, it is much harder to intercept, which means their economy is well-protected, and does not call for enemy attention, but its limited cargo size means it is not as efficient.
- Another faction has an armed cargo transport. It punished other players for attempting to intercept it, though, provided larger numbers, it can still fall.
- Another faction has a fast cargo transport. Though the cargo size is limited, it gives them a serious economic edge because they can get stuff there that much faster.
- Another faction has no cargo transports and must rely on warships to do double duty, which is less than ideal, but provides dedicated protection.
- Another faction has a very large cargo, but no dedicated escort-type ships, leaving them vulnerable in open space
etc.
How each faction interacts with this basic economic unit differs, and opens up different possibilities. Players can learn to cope with these weaknesses and capitalize on their strengths or they can force a different play (to a limited degree) that better fits their playstyle.
The fun then comes from choosing a faction that feels natural to the player, and scale up their strategy as they meet with clever players that tap into their weaknesses.
As with most asymmetric games, learning more about your opponent will help you figure out how to play your faction better obviously.
I've heard you talk a bit about logistics managing and auto-gen combat. And Stars! has a ton of both. You have to worry about fuel for your ships, minerals for your shipyards, and colonists for different worlds.
I'll refresh my memory on these. Thanks!
It was a play by e-mail game so you only got to setup AI priorities before sending your fleets in to do battle.
So was VGA Planets ;) In fact, VGA Planets was a play-by-mail (through BBS, before tze interwebs) game, and I believe I saw somewhere that it was the most play-by-mail game... ever. In hindsight, this makes perfect sense and makes a point about why it has survived to this day. Thank god they've made an automated web version however! (Planets.nu)
I'm still catching up on the last 18 months of chats, so hopefully I'll be able to contribute a little more next time around.
Acharis still has a lot of these threads opened up, and I only participate from time to time. Truth be told, most of my game design is really completed, and we're down to "level" design (in this case, ships). I still have a few large open questions, such as ship customization, but I have designs for several different outcomes that I've already laid out on paper, it's more a matter of choosing at this stage. Obviously, I can still adjust based on interested ideas that pop-up!