Post by tobermory on Feb 20, 2006 11:27:59 GMT -5
Since I posted that huge spiel on the Bounties thread a few minutes ago, my mind has been churning out ideas on how to make the game more fun.
1) Diplomacy. Obviously.
What do weaker players have to offer stronger players from an alliance, if such a possibility existed? One thing stands out: their Black Market. If your Black Market costs were based on the average tech level of the alliance, it would pay to ally with weaker players (and it would pay more fairly if the Black Market costs were based on current buildings, not tech level; at present if someone of a high tech level gets a hammering in warfare, they end up worse off than if they were entirely new).
Stronger players on the other hand could provide weaker allies with military support, AID and refined materials. It would be nice if, having built up as far as I could go, I could go to a tab which allowed me to send teams with materials to construct buildings on my allies' lands. (There might need to be some extra bonus for strong players allying together otherwise the motivation for the strong player to build up the weak might be missing).
2) More types of advanced items.
Much of the fun of the game at the moment lies in the trading. Having more things to trade would help this. Basic items need to be useful for all sorts of things, because they have to be the backbone of your trading, so advanced items of more limited use would probably require fewer changes.
Some ideas:
Hydroponic Pods: increase your chances of food production (possibly even through some mechanic making it possible to grow more than one food per turn). (Glass?)
Missile Defence Systems: each can sacrifice itself to neutralise one incoming ICBM. (EUR, Steel?)
Geothermal Conduits: Very expensive and fragile (like Diamond Drills), but each provides one free energy per turn. (multiple diamonds, Alu/Steel?)
3) Raiders and pirates.
All-out warfare is rarely worthwhile. However, the ability to make bands of raiders and pirates and send them out to steal resources from neighbours or others along the coastline could potentially lead to a lot of low-level skirmishing. The cost for a group of raiders and the cost of a militia unit to defend against the raiders would have to be fairly low (if you wanted to favour raiding, you could make the raiders cheaper than the militia). The idea would be that the raiders would go out to raid a place you specified looking for the resource you've set as most valuable and carry it back, and the militia would fight them off with occasional casualties on both sides. This would give you a low-risk alternative to warfare, with a potentially useful payoff. Normal warfare capabilities would of course need to be kept up so people you'd raided don't just nuke you in revenge. You could also add senate options to encourage and discourage raider activity, upgrades in the form of items and buildings... lots of possibility of expansion there.
1) Diplomacy. Obviously.
What do weaker players have to offer stronger players from an alliance, if such a possibility existed? One thing stands out: their Black Market. If your Black Market costs were based on the average tech level of the alliance, it would pay to ally with weaker players (and it would pay more fairly if the Black Market costs were based on current buildings, not tech level; at present if someone of a high tech level gets a hammering in warfare, they end up worse off than if they were entirely new).
Stronger players on the other hand could provide weaker allies with military support, AID and refined materials. It would be nice if, having built up as far as I could go, I could go to a tab which allowed me to send teams with materials to construct buildings on my allies' lands. (There might need to be some extra bonus for strong players allying together otherwise the motivation for the strong player to build up the weak might be missing).
2) More types of advanced items.
Much of the fun of the game at the moment lies in the trading. Having more things to trade would help this. Basic items need to be useful for all sorts of things, because they have to be the backbone of your trading, so advanced items of more limited use would probably require fewer changes.
Some ideas:
Hydroponic Pods: increase your chances of food production (possibly even through some mechanic making it possible to grow more than one food per turn). (Glass?)
Missile Defence Systems: each can sacrifice itself to neutralise one incoming ICBM. (EUR, Steel?)
Geothermal Conduits: Very expensive and fragile (like Diamond Drills), but each provides one free energy per turn. (multiple diamonds, Alu/Steel?)
3) Raiders and pirates.
All-out warfare is rarely worthwhile. However, the ability to make bands of raiders and pirates and send them out to steal resources from neighbours or others along the coastline could potentially lead to a lot of low-level skirmishing. The cost for a group of raiders and the cost of a militia unit to defend against the raiders would have to be fairly low (if you wanted to favour raiding, you could make the raiders cheaper than the militia). The idea would be that the raiders would go out to raid a place you specified looking for the resource you've set as most valuable and carry it back, and the militia would fight them off with occasional casualties on both sides. This would give you a low-risk alternative to warfare, with a potentially useful payoff. Normal warfare capabilities would of course need to be kept up so people you'd raided don't just nuke you in revenge. You could also add senate options to encourage and discourage raider activity, upgrades in the form of items and buildings... lots of possibility of expansion there.