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TaCktiX wrote:I've been doing some thinking about R&C 2, or as I'm now calling it, Technology & Empire (ucwutididthar?). 8p is a definite, supersize is a definite, but from there I haven't gotten much further. I'd like to include more tech, perhaps stuff that didn't make the cut in R&C, and perhaps evolutions of R&C's tech to account for changes in the XML / balancing concerns we dig up in beta. One thing that's been picking at my brain is the fact that I'd like to have T&E "later" in the timeline than R&C. R&C went with steampunk, a hyper-advanced version of the Victorian Era. I was thinking about post-WWII 50's, with its futuristic look to things while thanks to time itself looking slightly anachronistic.
TaCktiX wrote:I've been doing some thinking about R&C 2, or as I'm now calling it, Technology & Empire (ucwutididthar?). 8p is a definite, supersize is a definite, but from there I haven't gotten much further. I'd like to include more tech, perhaps stuff that didn't make the cut in R&C, and perhaps evolutions of R&C's tech to account for changes in the XML / balancing concerns we dig up in beta. One thing that's been picking at my brain is the fact that I'd like to have T&E "later" in the timeline than R&C. R&C went with steampunk, a hyper-advanced version of the Victorian Era. I was thinking about post-WWII 50's, with its futuristic look to things while thanks to time itself looking slightly anachronistic.
ender516 wrote:If anyone has any idea of the timeframe for implementing the suggestion to expand the number of players beyond 8 (to 10 or 12, say) (see viewtopic.php?f=535&t=113234), it might tell you if you should skip the 8 player version and jump directly to 10 or 12.
TaCktiX wrote:I've been doing some thinking about R&C 2, or as I'm now calling it, Technology & Empire (ucwutididthar?). 8p is a definite, supersize is a definite, but from there I haven't gotten much further. I'd like to include more tech, perhaps stuff that didn't make the cut in R&C, and perhaps evolutions of R&C's tech to account for changes in the XML / balancing concerns we dig up in beta. One thing that's been picking at my brain is the fact that I'd like to have T&E "later" in the timeline than R&C. R&C went with steampunk, a hyper-advanced version of the Victorian Era. I was thinking about post-WWII 50's, with its futuristic look to things while thanks to time itself looking slightly anachronistic.
TaCktiX wrote:I can say with certainty that an XML update is on the way. How much it contains, what it contains, I don't know, but now that clickable maps are out it's next on Lack's list. And sadly, it's required for us to put this map up for Beta.
ender516 wrote:Hey, if you are going to wish, wish big: triggers (conditional anything!)
MrBenn wrote:I've also been speaking with lack about the possibility of making an efficiency to the way the game engine handles collection bonuses, which might be of use here... For now though, I think we need to keep hold of the horses a little while longer...
<continent>
<name>Research bonus 1</name>
<components>
<territory>Mine research</territory>
</components>
<collectibles>
<territory>Mine 1</territory>
<territory>Mine 2</territory>
<territory>Mine 3</territory>
<territory>Mine 4</territory>
</collectibles>
<bonus>1</bonus>
</continent>
// in this example, there's 4 collectible territories and one activating
// research territory. so in practice, the game engine would first check
// if all of the components are held, and if so it would count how many
// (if any) collectibles are held, and multiple the bonus by that
// amount. You could also still use the <required> tag for the
// components, but it would not have any effect on the collectible
// territories.
TaCktiX wrote:We have taken that into account in our drafted proposal to Lack. Collections will have optional required territories for the bonus, extending our current capabilities a good bit as well as making R&C do-able.
natty_dread wrote:TaCktiX wrote:We have taken that into account in our drafted proposal to Lack. Collections will have optional required territories for the bonus, extending our current capabilities a good bit as well as making R&C do-able.
That's good to hear!
As it also makes a certain other map doable...
TaCktiX wrote:We have taken that into account in our drafted proposal to Lack. Collections will have optional required territories for the bonus, extending our current capabilities a good bit as well as making R&C do-able.
OliverFA wrote:Please let me know when you start working about that map. I am very interested
Without tech: 58
With Secret Conscription: 87
With Open Conscription: 174
ender516 wrote:Hey, if you are going to wish, wish big: triggers (conditional anything!)
OliverFA wrote:Basic and Advanced Mining:
We also agree about the concept. The map says +2 per mine for Basic Mining, but I feel this to be maybe too high. I would prefer basic to be +1 and advanced +2. Of course, research cost would be halved acordingly.
OliverFA wrote:Zeppelins:
I also don't feel comfortable with the bombard mines thing. The problem is that I also understand that we have discussed a lot about it and this was the best thing we could come up with. But I see it more as "the less bad solution" than as a "satisfactory solution".
The problem is that conceptually it seems a bit strange being able to bombard random points in map but dsitributed all across such map. I think it would make more sense making it bombard the 25 closest territories to the palace (as the homeland was seen too few territories). This is not an hex map, but the "surrounding area" can still be determined quite easily. This would make it a defensive tech.
OliverFA wrote:Propaganda:
Initially it was supposed to make foreign homelands workable, but later it was seen as a rather pointless tech. So we turned it into a capital booster. But I am still not happy with it.
I am thinking about a different concept, which I think fits the "propaganda" theme. My proposal is limiting the maximum number of armies that can be taken from territories to 50. If we take into account that the maximum bonuses are:Without tech: 58
With Secret Conscription: 87
With Open Conscription: 174
This would male Propaganda something interesting to research with SC and a must have with OC.
It could also affect Mines bonuses, beeing needed to go beyond 20. With 40 mines, it would make Propaganda useful in combination with Deep Mining (to use the mine beyond 11).
OliverFA wrote:So, summarizing, my proposals are:
- Cut Mining to half
- Change Zeppelings to bombard surrounding area
- Change propaganda to something needed to receive very high reinforcement amounts (beyond 50 for conscription, beyond 20 for mines).
Any feedback will be welcome. At the worst case, we can use the ideas for R&C 2
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