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 Citadel Development Idea 
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Gunnery Sergeant

Joined: Sun Mar 03, 2002 3:00 am
Posts: 27
Location: USA
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Here's two ideas.
1) What if different planet types got their citadel upgrades in different orders? So you could have one planet type that would be best for getting an early Q-cannon, and another best for betting a transwarp and still another best for getting shields.

2) What if the user could pick what citadel upgrade they built next? Maybe there would be an "ideal" order (the default order) that results in the lowest time and product cost to upgrade to level 6, but if someone really needed a planet transwarp before they got the cannon, they could switch up the order (at the added cost of a few days and more product). I thought of this because I hate upgrading oceanics, because you'll never use the q-cannon on it, but you'd really like to be able to move it around. This may be kinda silly though, because an Oceanic not producing Ore would need to be supplied from a Volc or mountainous, which would cost just as many turns as moving the organics over to volc or mountainous for planet trading.


Sun Apr 07, 2002 11:25 am
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
Here's two ideas.
1) What if different planet types got their citadel upgrades in different orders? So you could have one planet type that would be best for getting an early Q-cannon, and another best for betting a transwarp and still another best for getting shields.

2) What if the user could pick what citadel upgrade they built next? Maybe there would be an "ideal" order (the default order) that results in the lowest time and product cost to upgrade to level 6, but if someone really needed a planet transwarp before they got the cannon, they could switch up the order (at the added cost of a few days and more product). I thought of this because I hate upgrading oceanics, because you'll never use the q-cannon on it, but you'd really like to be able to move it around. This may be kinda silly though, because an Oceanic not producing Ore would need to be supplied from a Volc or mountainous, which would cost just as many turns as moving the organics over to volc or mountainous for planet trading.


I would like something similar to this .. I dont see a reson that a planet needs a Cannon to have a PIG .. or why it needs TransWarp Drives before a PIG .. I can understand L1 then L2 .. after that I too think it would be (interesting) to see this develop as the user wants .. I also think it would be interesting to see say the Transwarp (l4) removed from planets .. or any level with the exception of L1 or L2 able to be removed ..



<<Doctor Who>>


Mon Apr 08, 2002 1:40 pm
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Gunnery Sergeant

Joined: Wed Mar 20, 2002 3:00 am
Posts: 22
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I'm totally for that, but is it possible? If it is please tell me, I would TOTALLY play a game like that.

PAX is Peace


Mon Apr 08, 2002 2:22 pm
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Ambassador

Joined: Thu Feb 07, 2002 3:00 am
Posts: 537
Location: USA
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This would be a huge shift in the game mechanics... basically it would dramatically alter the established gameplay. In the past, most players have been against any serious alteration of the game, and JP has strived to keep the game as true to its roots as possible while expanding some of its options and (of course) adding in multiplayer capability.

Not that I'd be against something like that. Several other TW-clones had similar methods of upgrading planets, and I think it added a unique strategy to planetary development in those games. (Do you increase production of resources or do you build better defense, etc.)

It's an interesting idea, but if changes like that were made, where would they stop?

Lisa M. Wilson
aka Rave


Mon Apr 08, 2002 2:36 pm
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Gunnery Sergeant

Joined: Wed Mar 20, 2002 3:00 am
Posts: 22
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I agree that there may be more and more edits, but adding new dimensions to gameplay never seemed to really hurt good games. Personally I think giving sysops the ability to have LOTS of different settings they can tweek gives Trade Wars a new flavor. After all it's not too far different from edited ships and some ships in certain servers add HUGE amounts of new strategy (although some are ridikulously powerful as well). I think it's worth a shot . . . then again, I am pretty new to the game and might not know better.

PAX is Peace


Tue Apr 09, 2002 1:50 am
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
This would be a huge shift in the game mechanics... basically it would dramatically alter the established gameplay. In the past, most players have been against any serious alteration of the game, and JP has strived to keep the game as true to its roots as possible while expanding some of its options and (of course) adding in multiplayer capability.

Not that I'd be against something like that. Several other TW-clones had similar methods of upgrading planets, and I think it added a unique strategy to planetary development in those games. (Do you increase production of resources or do you build better defense, etc.)


I dont think anyone wants any new features added .. level 7,8,9,10 ect .. I think that some ppl would just like to see a slight shift to how some of the planets grow .. I mean you can mod some of it now ..
planet sheilds max = 0 to stop sheilded
max ore = 399 to stop a warpable
max ore = 499 to stop pig's

and i've seen ops that put cap's on their citadel developments (without giving notice to the players) .. I think that the problem would be that most ops will end up making really massive overpwoered planets .. I persnally think a planet that takes 2 days to get sheilded and cant do anything else would be pretty neat ;) ..

Jon


<<Doctor Who>>


Tue Apr 09, 2002 6:24 am
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Joined: Tue Apr 09, 2002 2:00 am
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quote:

I dont think anyone wants any new features added .. level 7,8,9,10 ect .. I think that some ppl would just like to see a slight shift to how some of the planets grow .. I mean you can mod some of it now ..
planet sheilds max = 0 to stop sheilded
max ore = 399 to stop a warpable
max ore = 499 to stop pig's

and i've seen ops that put cap's on their citadel developments (without giving notice to the players) .. I think that the problem would be that most ops will end up making really massive overpwoered planets .. I persnally think a planet that takes 2 days to get sheilded and cant do anything else would be pretty neat ;) ..

Jon


>


actually dr who i have to disagree with you. i like the idea of being able to work for a citidel level higher then a level 6. to me it would add a lil bit more life and longevity to the game and something for players to build up to other then the given 6 levels. i mean as it is rite now with the 6 levels of citidels once you get that last level there's nothing really to do other then search and destroy other player's planets. besides only having 6 levels seems such an odd level to end at.. 10 maybe better but it wouldn't really overwhelm the planet with unnecesities but possibly enhance the original levels more acurately, just my optionion but i'd like to see more citidel levels incorporated


Tue Apr 09, 2002 1:01 pm
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:
actually dr who i have to disagree with you. i like the idea of being able to work for a citidel level higher then a level 6. to me it would add a lil bit more life and longevity to the game and something for players to build up to other then the given 6 levels. i mean as it is rite now with the 6 levels of citidels once you get that last level there's nothing really to do other then search and destroy other player's planets. besides only having 6 levels seems such an odd level to end at.. 10 maybe better but it wouldn't really overwhelm the planet with unnecesities but possibly enhance the original levels more acurately, just my optionion but i'd like to see more citidel levels incorporated



Additional levels wouldn't make it so you didn't need to seek and destroy.


Tue Apr 09, 2002 2:02 pm
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