luciderous wrote:I don't know. While I definitely understand the mechanics of what you are trying to achieve, I still ask myself one question - why?
sven wrote:SOTS, and, to a lesser extent, MOO2 both have a bit of a "planet cloning" problem
Gyrfalcon wrote:sven wrote:SOTS, and, to a lesser extent, MOO2 both have a bit of a "planet cloning" problem
I think Kerberos quite deliberately abstracted planetary development and resource production in SotS to allow focus on the ships which, it sounds like, is your goal also. Although it seems you are also deliberately avoiding a game with hundreds of planets. If I never have more than a few dozen colonies, giving each of them a different character makes sense, where it doesn't if I have a hundred.
luciderous wrote:Good game design is a very complicated business and changing something that works to something else without clear reason is simply asking for trouble in the long run. Personally, I am a proponent of simple design patterns. Any complexity just for the sake of complexity/realism etc. is something that should be avoided at all costs.
sven wrote:Well, yes, but I wouldn't quite say "at all costs". I think you can get in trouble with either extreme -- I tend to quote Niklas Jansson on this one.
sven wrote:Yeah, as I think I said on the SpaceSector forums -- while I am aiming for a simplified strategic game, what I should perhaps really say is "simplified relative to MOO2 or Civ". The gameplay experience I'm aiming for has a relatively heavy strategic management side, if compared to truly stripped-down games like MOO1 or SOTS.
luciderous wrote:Many would-be good games fell prey to the dreaded feature creep and trying to improve things that weren't broken in the first place.
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