Forum RPG : age of civilizations
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Disasterpiece | Date: Wednesday, 08.05.2013, 02:27 | Message # 16 |
World Builder
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United States
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| Quote (Voekoevaka) I expected this kind of information (the number of planets you have...) to be hidden, but if most of you want it, I will make something like this. If the systems are going to be handmade, I have a suggestion. Rather than releasing the information publicly, you PM us the catalog file. That way we can install it in our copy of SE and explore it. Also, if we choose, we could release the files we have to the rest of the players. We can also export maps of our own and set where we want our colonies and outposts. Your copy of SE would be the master map, therefore we couldn't just change parts of the script.
Also, if we are going for realism, and we are entertaining the possibility of two or more civilizations being on one planet or object, will we be able to wage war? I'm not saying this because I want to annoy everyone and hinder their exploration, but if player x begins to build colonies in player y's section of a planet, and then starts using player y's mines, and forum "diplomacy" doesn't work, can there be battles?
I'm probably asking too much now, but could there be painted up export maps that show the location of resources, these would come with the script for the system if the player spent money on a probe for each planet.
Most of my suggestions would probably be easier when this is a more organized system.
I play teh spase engien
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Spyser | Date: Wednesday, 08.05.2013, 07:50 | Message # 17 |
Observer
Group: Users
Sweden
Messages: 11
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| sounds awesome, I would def join this
A few questions though. What are you thoughts about "limiting" rules? For example, will there be a tech tree, or will you be able to research anything that comes to mind? And what would be the requirements for research? I can imagine that you would build research labs, either on your colonies or as starbases, that generate research points each turn. Maybe these bases will be of different types? A biolab could generate bio-research points used for things such as genetic modifications and a chemistry lab could generate points required to research new fuels or alloys. Most likely I can imagine the resource system could work similary. That you can build a mine, either on a planet or on an asteroid, that generate a number of a particular resource each turn.
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Voekoevaka | Date: Wednesday, 08.05.2013, 13:26 | Message # 18 |
World Builder
Group: SE team
France
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| Quote (Disasterpiece) If the systems are going to be handmade, I have a suggestion. Rather than releasing the information publicly, you PM us the catalog file. That's already what I want to do. You'll start with only the catalog of the solar system where you have spawn. If you explore a new system, I'll PM you its catalog. If you explore a new planet, I'll PM you it's map.
Quote (Spyser) A few questions though. What are you thoughts about "limiting" rules? For example, will there be a tech tree, or will you be able to research anything that comes to mind? And what would be the requirements for research? I can imagine that you would build research labs, either on your colonies or as starbases, that generate research points each turn. Maybe these bases will be of different types? A biolab could generate bio-research points used for things such as genetic modifications and a chemistry lab could generate points required to research new fuels or alloys. Most likely I can imagine the resource system could work similary. That you can build a mine, either on a planet or on an asteroid, that generate a number of a particular resource each turn. I'm not going to implement a "point" system. I'll try to make things as realistic as I can do. I'm not a fan of technology trees too. One thing I miss in most video games is the lacking of customizing things : in most civilization games, there's a predefinided path for technologies and you cannot go another way. On this RPG, I'll let you the possibility of creating your own way of technology : you can build a civilization based on quantic computing, with performant robots, ships, tools and weapons, or you can build a civilisation based on biotechnology, where you give to people the hability to survive in extreme conditions (space void, star radiations) and a supernatural intelligence. There will not be oneonly way to be a great civilization.
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Edited by Voekoevaka - Wednesday, 08.05.2013, 13:27 |
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Tim | Date: Wednesday, 08.05.2013, 14:54 | Message # 19 |
Explorer
Group: Users
Belgium
Messages: 296
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| Yeah, but you'll need some sort of restrictions. Otherwise, people will start messaging.
"I'm terraforming all rocky planets in my solar system and my homeworld becomes one big city and is renamed Coruscant."
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Voekoevaka | Date: Wednesday, 08.05.2013, 15:03 | Message # 20 |
World Builder
Group: SE team
France
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| Yes, it is possible, but it will take time and lead the civilization to a major crisis.
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Spyser | Date: Wednesday, 08.05.2013, 16:32 | Message # 21 |
Observer
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Sweden
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| Well, I like your idea about the technology, and the overall system. By giving the players a lot of freedom, this game can become incredibly fun as you don't really know what can happen.
But as Tim said there should be some restriction to prevent people with coming up with some unrealistic ideas. I would still propose that each day, your civilisation would generate a certain amount of resources. This resources can vary ALOT depending on your species, your technologies, and your government. Each player should probably decide for themselves what resources would be important for their civilisation
Let us take a simplified human-like civilisation as an example. One of the most important "resource" would be money. Each turn domestic trade, industries, taxes, exports, imports etc, would generate money. The players would decide each turn how much money would be spent on various sectors. If you want to spend it on research, it will go quicker, if you spend it on mining, it will recieve a bonus (up to a certain limit), if you spend it on welfare, less risk for rebellion. These are just examples from the top of my head, and civilisations could look very differently.
Now then, if you decide you want to build a death star, a few things should still be required. The right technologies such as high energy lasers ( a bit unrealistic technology if you ask me) and artifical gravity, the materials which could for example be alloys that you have researched yourself, and salaries to pay the workers (could of course be optional, but if your civilisation is democratic, slavery might not be accepted by the population => civil war)
Anyways, this are my ideas, but you're the GM, so you decide :3
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Flugcojt | Date: Wednesday, 08.05.2013, 17:29 | Message # 22 |
Astronaut
Group: Users
Poland
Messages: 40
Status: Offline
| I would like to play it too
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Disasterpiece | Date: Wednesday, 08.05.2013, 19:51 | Message # 23 |
World Builder
Group: Users
United States
Messages: 640
Status: Offline
| I'll definitely join.
I play teh spase engien
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Lucas | Date: Friday, 10.05.2013, 23:16 | Message # 24 |
Astronaut
Group: Users
Sweden
Messages: 46
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| I'm on it. ^^
Do we get maps?
Edited by Lucas - Friday, 10.05.2013, 23:37 |
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Disasterpiece | Date: Saturday, 11.05.2013, 00:32 | Message # 25 |
World Builder
Group: Users
United States
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| Quote (Lucas) Do we get maps? Yes, if you send probes to get them.
I play teh spase engien
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Lucas | Date: Saturday, 11.05.2013, 11:04 | Message # 26 |
Astronaut
Group: Users
Sweden
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| I mean a map of the conditions on the home planet so I don't accidentally make a civilization consisting of creatures which aren't adapted to the conditions on their own planet.
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Disasterpiece | Date: Saturday, 11.05.2013, 15:33 | Message # 27 |
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United States
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| Quote (Lucas) I mean a map of the conditions on the home planet so I don't accidentally make a civilization consisting of creatures which aren't adapted to the conditions on their own planet. I think you get all info on your home planet at the start of the game.
I play teh spase engien
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Tim | Date: Saturday, 11.05.2013, 17:33 | Message # 28 |
Explorer
Group: Users
Belgium
Messages: 296
Status: Offline
| I think the point is, you give your civilization's info first, so that Voekoevaka can build a planet that matches it.
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ForSveden | Date: Monday, 20.05.2013, 15:43 | Message # 29 |
Observer
Group: Newbies
Sweden
Messages: 3
Status: Offline
| I am in!
(yes i have the forum rules)
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Voekoevaka | Date: Monday, 20.05.2013, 19:53 | Message # 30 |
World Builder
Group: SE team
France
Messages: 1016
Status: Offline
| People participating to the game :
♦ Tim ♦ apenpaap ? ♦ anonymousgamer ♦ Spyser ? ♦ Flugcojt ♦ Disasterpiece ♦ Lucas ♦ ForSveden
Did I forgot someone ?
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