Guest Johny Posted January 31, 1999 Report Share Posted January 31, 1999 I think its too late to address a dynamic research/weapons/technology..etc model. However, this is a wish list. I got this game because of the real-time aspect and the free flight mode. I sincerely love this idea, but I don't like the limits. For instance, when I play free flight I want to be able to constantly upgrade my ship for as long as I play. This would mean that wars, research slow-downs, would all slow down technology upgrades. This is a dynamic model and would require more processing. I dislike the constant weapons model. A dynamic research model would be given to each race. The races would have research units that would add to a research value..according to random factors this would change .. size ..cost ..effeciency ..power..etc of weapons..whatever. A war or sabotage (whatever) would slow down research (so if another race continued they would eventually have greater technology (this means that smuggling tech. from one race to another would be interesting). However, this is all very dynamic and ambitous..probably not very realistic because it would be really hard to realisticly model this into a dynamic game. Anyway, as it is this game is already the most dynamic game I've ever seen. Its the dynamic aspect of this game that really intices me. Its a lot like Daggerfall, it split the gaming world between those that favored the detailed world of a dynamic environment, and those that were annoyed by too much detail and complexity. I think the gaming world is too much about profits and efficiency, but not quality gameplay. Thats why I'll buy 3020ad..offcourse, the more you go into real-time dynamic worlds..the more processor/hardware.blabla..dependent you're. Years ago this game would not have been possible (isn't that weird to think?)..there's so much background proccessing (it appears)..and graphical processing...I think this fact raises my hopes about future games based on gameplay and complexity. I've written too much again, I always do this..I don't want to miss anything, but I end up missing everything. Link to comment Share on other sites More sharing options...
Charles Lindsey Posted January 31, 1999 Report Share Posted January 31, 1999 <G> This game was designed years ago and the tech is just now catching up to it. Derek ought to be really proud of himself and I'm sure he has lot's more tricks up his sleeve to keep up with the new tech and more than likely they will surpass it as usual. Not good to release a game people can't play because of tech but if it's already modeled than it can be released when the tech catches up.Your game tech sounds like a mixture of Outpost and Stars!. In Outpost you had to research the tech before you could use it. Stars! is the same way but certain techs are only available to certain races or races with certain attributes. It's an interesting idea. Some of it could be done with a simple name change. A Galcom Widow missile could be a Gaammulan Doomsayer. But I think what you are saying is certain upgrades aren't available until they have been researched. I think most people would holler. In this game if there is a way around it people will find it. I know a way to get the best shields and armor without even launching from Galcom HQ. If I couldn't do that I might be a little upset. <G>It is a good thought but it may be to difficult to implement. Only Derek knows. Commander Chavik ICV Phoenix "No Flames Intended" Link to comment Share on other sites More sharing options...
Gallion Posted January 31, 1999 Report Share Posted January 31, 1999 A good idea, at least then the lab monkey (aka Research Engineer) would be put to good use <g>.Yes Chavik, this does sound like the other games but then there is the "now that everything is researched, what do I do now" syndrome once the "research tree" is complete. This could be done, but if implemented it must not upset gameplay or game balance. Intruders could "steal" a players technology and vis-a-versa. The player could "steal" another player's tech also (M/P).A good idea, hadn't thought about research. I'll add this to my soon to be posted "wish list" ------------------ CMDR Gallion GCV-Graf Spee, Corsair Wing Wraith Fleet [This message has been edited by Gallion (edited 01-31-99).] Link to comment Share on other sites More sharing options...
Charles Lindsey Posted January 31, 1999 Report Share Posted January 31, 1999 Yup Gallion that was my exact thought having had prior experience with "research" tech. Why bother to research when it's going to top out? I think it's better to have everything available but you have to buy them. Johny's idea may still work. Like I said; if there is a way to bypass it people will find it. <BFG>Commander Chavik ICV Phoenix Link to comment Share on other sites More sharing options...
Bad Mojo Posted January 31, 1999 Report Share Posted January 31, 1999 Actually, there's really no reason for the tech tree to "top out". There's this game called Master of Orion, (and MOO2), where you have to allocate Reasearch points to reaserch the next step in a given field of technology, and then could research the specific device. The tech tree was quite staggeringly huge. Most payers never tapped the tech out before the game was won. However, I'm one of those people who can't just have the enemy lose, but rather suffer a crushing defeat against overwhelming forces. So, I sat there and researched everything. After all technology has been learned, you get to research 'advanced technology' levels in that field. What this did was say, you researched advanced enginnering tech. Once completed, the benifit was that less labor would be needed to create existing items, hence a lowered cost, and also a smaller design (les space required), and possibly better buid (more resistant to damage). These individual upgrades didn't mean great leaps and bounds in them selves, but they gradually built up into a huge advantage. Let's say RANDOM devices were for sale, and cost 1,000,000,000 and took dang near all availible space on your BC. Now, you have the technology to build the sucker, but then what? Research some advanced tech, and PRESTO! You have a RANDOM that now costs 15$, goes twice as far, twice as fast, is incredibly strong, and is now standard loadout on your ICs. If all races had this ability to research, things could get pretty ugly. Say, races A&B are researching neck and neck, so if battle, the differance in power is not noticable. Sure, your weapons are much more powerful, but so's thier shields and hull. However, if a race got too far ahead of you, you'd better watch out. The reverse is also true. If a race started lagging behind, you could sit in an IC and laugh at his pitiful attempts to crush you using the might of his entire fleets. OF course, he could still ram you three times and watch you blow up. (But that's another thread).Cmdr Bad Mojo Prime Fleet GCV Vae Victus Link to comment Share on other sites More sharing options...
Guest Liburdi Posted February 1, 1999 Report Share Posted February 1, 1999 While I must admit that the concept of a research component for BC3020 does sound interesting, I don't think that it is very realistic to have one. Sure, you may point to the fact that today's military equipment is constantly being upgraded here and there with new and expandanded capabilities, I won't contest this. What I will point out, however, is that those upgrades are the products of months and/or years of R&D. Now, since I'm going to make a fairly safe assumption that BC3020 models time passage the same as BC3K, in that unaccelerated game time equals real time, you're going to have a pretty long wait if the designers chose to implement "realistic" R&D into the game. The only way to make a research model feasible would be to have rediculously short R&D times, which would be a big blow to the game's credibility department.Aslo, keep in mind the devestating effect a tech tree could have in multiplayer. It's not unforseeable that some players may survive long enough to research to the point where they become nearly untouchable to the average Joe. There's nothing worse that I can imagine than haveing a few "Munchkin" BCs roaming the galaxy picking off players who really stand no chance against them. At least with the current upgrade model you cannot get so far ahead that a fully upgraded BC is invunerable to a standard one.------------------ Cmdr Liburdi GCV Honor, Prime Fleet Link to comment Share on other sites More sharing options...
Bad Mojo Posted February 1, 1999 Report Share Posted February 1, 1999 Nahh... Even if they did munchkin, just cry "DINK DINK!" and ram 'em three times. *BOOM*.Hull Damage via Ramming is the great equalizer. Link to comment Share on other sites More sharing options...
Guest Liburdi Posted February 2, 1999 Report Share Posted February 2, 1999 God, I may not have been posting to this board long, but I have been lurking for quite awile. Therefore, I'm not terribly surprised at your "solution" Mojo. However, I think it's safe to say that the rest of us would prefer to find tactics that don't reduce us to rubble along with the enemy. God, and to think I have to share the same fleet with you. Just keep to your end of the patrol zone, you hear? ------------------ Cmdr Liburdi GCV Honor, Prime Fleet Link to comment Share on other sites More sharing options...
Guest Ron Wallin Posted February 2, 1999 Report Share Posted February 2, 1999 Mojo,I think DS included your ramming mode into the Auto Pilot. I was in the Pluto region when some unfriendlies jumped in. I was busy reading in RL so I turned on my AP and set it to AI control. 15 min. later the AI got frustrated with the fast mover and just rammed the thing. Well, it worked, the bad guy was destroyed but then again, so was my BC... Perhaps DS, in v2.04, should change the ap indicator from AI to MOJO Cmdr. AkIra Link to comment Share on other sites More sharing options...
Guest Liburdi Posted February 2, 1999 Report Share Posted February 2, 1999 Hmm, you're not the only one to get a bad ramming experience. I remember playing in 2.02 once where I entered Pluto space via Earth and, viewing from TACOPS, gave my BC orders to procede to Grazer1 under Auto. If I hadn't been watching from TACOPS, I probably would have never figured out what happened next. For some reason, just as I exited Earth space, 3 neutral Vesperon crafts also warped in from each from different jumpgates. The next thing I see was my BC and these 3 craft all jumping to Grazer1, shortly thereafter replaced by the visage of my exploding BC.I swear, this game needs a space traffic controller. ------------------ Cmdr Liburdi GCV Honor, Prime Fleet Link to comment Share on other sites More sharing options...
Guest Vorg Posted February 3, 1999 Report Share Posted February 3, 1999 >I swear, this game needs a space traffic controller. ----I figure it this way. All though objects in real space are only in real space and that's why you can fly through them, But, you can still see these things you're flying through. So if you can see them, why can't the nav computer extend or cut short the jump when somthing enters it's exit point? If you are coming out and somthing else enters at that time, then it's too late, but if you are still in hyper space, then...And I know SC does not aggree.------------------ Vorg Timothy D. Lenz Link to comment Share on other sites More sharing options...
Bad Mojo Posted February 3, 1999 Report Share Posted February 3, 1999 I understand that some of you have *ahem* 'dim' views of this whole ramming tactic. But think about this: Who says one ship has to do all the ramming? Try it, it's cool.(Can't wait 'till multi!) Link to comment Share on other sites More sharing options...
Guest Posted February 3, 1999 Report Share Posted February 3, 1999 It's to do with the physics of hyperspace.What you see when you are in a ship making a hyperjump is what I like to call "pseudomotion". It's not real movement, because physics don't wqork the same in hyperspace. Your eyes DO, however, so your brain simply assumes the ship must be moving. And that's what you see.Notice how a jump anomaly opens at each end of the jump as soonas you activate it? The jump is in fact taking place between those two points from the moment the anomalies form. There is no such thing as a "singular" anomaly. An anomaly has two sides - the only difference betwene it and any other object is that it's other "side" can be displaced half way across the system. As a result, there is no way to "cut the jump short". Once the two anomalies are formed, you are in a different type of space. Maneuvering jets do not work (although it is possible to turn the BC or IC around, you can't change your vector) and the only place that you can exit hyperspace is the other anomaly. This is because the "other" anomaly is actually the anomaly you entered.So, to summarise, in hyperspace, no one can hear you scream. No, sorry. *grin*. In Hyperspace, you are travelling in another dimension. Your eyes fool you into thinking you are just travelling really fast through real space, but you are not. And as a result, there is no jump to cut short. Once the anomalies are formed, you are going to exit out of the other one. It's not a matter of cutting the engines and dropping out halfway because, in reality, you never WERE halfway, or at any point in between, no matter what your eyes told you - in reality, you passed through hyperspace for a few seconds before reappearing in normal space.This is also why scenes such as the famous asteroid shooting scene in Star Trek, while they were using their warp engines, do not hold true in the physics of BC3000AD. Asteroids do not exist in Hyperspace - really, nothing does - and even if they did, your weapons would not function due to the change in physics betyween the two dimensions. ------------------ Commander DeSylva GCV First Light ISS01 -=- ISS Fleet Coordinator www.geocities.com/TimesSquare/Arena/9206/iss/ Official BC3K Tester and Blind Man With Sleeves award winner "Serve - with honour." Link to comment Share on other sites More sharing options...
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