Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...
DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.
First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.
that sucks
![Sad :(](./images/smilies/icon_e_sad.gif)
Victor Sullivan wrote:Secondly, despite all the fancy symbols and tech trees, there doesn't seem to be much gameplay "meat". The first territories of each tech level do nothing but yield an auto-deploy, though the second set of territories in each level at least get bombardment powers as well, but then what's the purpose of there being two rows of territories in each tech level? Why not consolidate?
actually the first row + the second row give an "in hand" bonus
HT1.1+HT1.4 = +2
HT1.2+HT1.5 = +2
HT1.3+HT1.6 = +2
(same for alien tech tree)
HT2.1+HT2.4=+3
HT2.2+HT2.5=+3
HT2.3+HT2.6=+3
(same for alien tech tree)
so you have bases nukes and labs that autodeploy and the techs that give deployable bonuses.
Victor Sullivan wrote: The geographical area seems to have the single purpose of getting to a DNA lab/nuclear silo to get to the second level of the tech tree...which, I suppose, puts more focus on the tech trees/levels and using their respective bombardment powers, but I feel this map may become too systematic, especially being a conquest map. Also, I've noticed the only source of any deployable bonus is via the standard territory bonus - all bonuses sources you've included are solely auto-deploys, which doesn't seem conducive to real solid bonus system, and more importantly, it contributes more to that systematic feel. Perhaps consider including some sort of resource territory that supplies a bonus (possibly via techs, if you so choose). I mean, think about it, the aliens aren't risking their lives fighting on Earth just for kicks and giggles to see if they can best an intelligent (or so I like to think) race. Of course not! There here for something, so why not a particular resource that only Earth can provide?
see above. there are 12 deployable bonuses in the tech tree that give a total of +30.
Victor Sullivan wrote:Plus, there seems to be a lack of geographical territories. I particularly think there aren't enough 'plain' territories. I think some, most, or all of the plain territories (particularly/especially if more are added) could stand to not be neutral, so as to, like I mentioned before, make it be less conquest and one-trick-pony-y.
more terits could easily be added. in fact i was thinking of adding some terits in the oceans to profit from all the space available. it's the future so i'm pretty sure floating cities will be possible
![Smile :)](./images/smilies/icon_e_smile.gif)
however i do want to keep the bases.
i'm not sure if this is possible but maybe have 8 bases and each player gets 1 at start and X other terits that get distributed randomly. can this be done? have random terits but also make sure each player gets 1 base? if this is possible then i clearly like this solution.
Victor Sullivan wrote:As for your winning conditions, they're all certainly possible as far as coding/XML is concerned and I'm fond of the concept of multiple winning conditions, but it is imperative that they are all equally obtainable by all players, so as to make the game be as balanced as possible, which I'm currently not convinced.
if multiple winning conditions are possible then that's all i need to hear. making them equally obtainable will be a tough thing but it will be done.
Victor Sullivan wrote:The losing conditions sound good to me.
great.
Victor Sullivan wrote:Graphically speaking, it looks nice, though you could stand to one, make the title more prominent, as it's rather faded, two, cut off a lot from the top and bottom, as the map itself takes up only three-fifths of the image currently, and three, the text looks rather pixelated.
i will probably make another draft tomorrow with more terits and i'll also try to maximize the space usage.
Victor Sullivan wrote:Those are my initial thoughts, anyway. I apologize if they seem disorganized.
-Sully
thanks for the feedback
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