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Development Info H-World space game design doc posted

Vault Dweller

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Well, in that case I officially and solemnly agree with your idea :D
 

EEVIAC

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Vault Dweller said:
Well, in that case I officially and solemnly agree with your idea :D

No fair! This has been possibly the most stimulating debate I've had online in months. I'm a little sad to see it go, but honest thanks to you for getting me to crowbar the exact idea and the reasoning behind it out my mind. :D
 

Saint_Proverbius

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I could still argue with him about the immortality thing, since I never bothered to do that.

One thing is that I envision it similar to Imperium. You might not always find said thing you need to be immortal. After all, it's a big universe. You could even have game options at the start for the rarity of the immortality constructs for those who want more of a challenge in finding them versus the casual gamer who just wants to keep on truckin' through the ages. Some people just like a game that keeps on going, and that's what that'd be all about.

Of course, I don't like the idea that you'll never be super uber in the game, which is also part of the design docs. I think you should be able to gear your play towards Tycoon-hood if you so choose to be a Tycoon. If you're a miner guy, independent and all, you should be able to save your wealth and purchase more mining equipment, and more asteriods to mine. You should be able to somewhat automate them, so you can eventually get to the point where you only micromanage the mining operation when you want to, otherwise you're a CEO of Mining Interstellar Conglomerate #423. I'm not saying it should be easy, but there should be a chance you'll strike it rich and find a solid platinum planetoid or something similar that puts you on the road to mining domination.

That's just me, though.
 

Vault Dweller

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EEVIAC said:
This has been possibly the most stimulating debate I've had online in months.
It was fun, let's do it again sometime :)

Saint_Proverbius said:
You might not always find said thing you need to be immortal
That sounds much better then having it readily available everywhere you go: from your local 24/7 drug store to an asteroid belt to a ruins of a lost civilization.

I think you should be able to gear your play towards Tycoon-hood if you so choose to be a Tycoon....so you can eventually get to the point where you only micromanage the mining operation when you want to, otherwise you're a CEO of Mining Interstellar Conglomerate #423
The question is would it still be fun to play as a CEO which is a rather dull work even in reality. MOO3 did a perfect job of puting you in a galactic CEO chair, but it was boring as hell. It's like if Indiana Jones turns into Indiana Jones Inc and would not focus on acquiring one artefact at a time in a wild adventure ride but instead would govern an army of agents scouting, buying, and stealing.
Having said that, I agree that it could also become boring routinely moving cargo between 2 profitable points, or digging one asteroid after another, but the answer lies with making small time missions more interesting, deep, and diverse, not upgrading them into big time operations. We had a good discussion going on here http://www.rpgcodex.com/phpBB/viewtopic.php?t=1542
 

Saint_Proverbius

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Vault Dweller said:
The question is would it still be fun to play as a CEO which is a rather dull work even in reality. MOO3 did a perfect job of puting you in a galactic CEO chair, but it was boring as hell. It's like if Indiana Jones turns into Indiana Jones Inc and would not focus on acquiring one artefact at a time in a wild adventure ride but instead would govern an army of agents scouting, buying, and stealing.

Well, some careers wouldn't exactly lend themselves to tycooning. I can't picture being a museum curiator being that fun, for example. Going from space explorer/archeologist to university professor/dean wouldn't be that fun either.

Having said that, I agree that it could also become boring routinely moving cargo between 2 profitable points, or digging one asteroid after another, but the answer lies with making small time missions more interesting, deep, and diverse, not upgrading them into big time operations. We had a good discussion going on here http://www.rpgcodex.com/phpBB/viewtopic.php?t=1542

It would depend on how it's handled. There could be things like pirates that plague mining routes so you have to hire fighter escorts for some sectors or pay off the pirates. There could be a simple labor management system, where you have to keep your miners happy to be productive. There could be claim jumping, requiring you to have guards posted on some areas.
 

Vault Dweller

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Saint_Proverbius said:
There could be things like pirates that plague mining routes so you have to hire fighter escorts for some sectors or pay off the pirates. There could be a simple labor management system, where you have to keep your miners happy to be productive. There could be claim jumping, requiring you to have guards posted on some areas.
Of course, there should be some activities and things happenning that call for your timely management decision, but in a rpg or a space exploration game it's more fun to actually participate in events (hire fighter escorts to fly with you, not protect your lines, pay off the blood-sucking labour unions or negotiate them into a corner if you have the skills, etc) then give the instructions on how to handle them. May be you are right and an option of going tycoon should be added, but it sounds to me like playing Civ in first person view.
 

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