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Neveron >> Suggested Changes/Additions

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Zoltan
Corporal


Reged: 01/06/05
Posts: 74
Some thoughts as to possible restructuring of Neveron
      #102518 - 01/21/05 12:07 PM (130.127.114.152)

I realize that there is a lot of work involved, but I have a few suggestions that I think would be easy to add in to the existing system.

# 1 Research and infrastructure:

The current research system is completely geared towards military research. Why are there no research paths that are beneficial to infrastructure, commerce, or production? Non-military research could add a whole new level of depth to gameplay. A few suggestions are as follows:

Walls - cheap impassible structures. Would make defense definately change, possibly for the better.

Power plants - (combustion, solar, fusion, etc) each building would have a power drain assigned to it, and other buildings in the zone would operate on a percent effectiveness depending on power needed / power supplied. Attackers might be able to preform raids against specialized buildings and hurt a defender without actually taking the zone, making battle take on new interesting aspects.

Military Bases (air bases possibly?) - Military maintenance is rather expensive at the moment, but Military bases would serve as places where unit maintenance and storage could be better taken care of. Military bases would also become priority targets if a zone was too heavily defended to take over all at once.

Refineries - could help increase mine production


As far as research that is not devoted towards actual building designs, research paths that give certian percent improvements towards commercial income, reducing maintenance costs, improving the effectiveness and reducing length of trainging programs, and research that actually helps improve rates of research are all possible.

The point of allowing non-military research is to give empires more options and abilities to specialize and support factionmates.


# 2 - Air Units

High level empires should be allowed to research towards or purchase dropships. Being in a faction that had dropship access would allow LW to really become effective for empires of any level. A lot of low levels become landlocked by much higher level empires, and by joining a faction with transportation capabilities would be another benefit of the faction system. Dropships would become actual in game units that could be destroyed by a defender during a hot drop or during transport by anti air emplacements. Dropship stats are already available in the Battletech universe.



# 3
Finally, the system of production in Neveron is non-sensical. Raw materials should procede to parts, and parts should procede to unit assembly. Research trees should reflect this. Certain empires might become effective producers of high quality laser parts, while other empires might buy the parts and have factories geared towards assembly of certain types of vehicles.

This system would go a long way towards fixing economic problems generated by the inflexible one link supply and demand chains currently in place, because price changes in one specific part or one type of unit would affect more than just the price of that single part or unit due to resource requirements for parts or part requirements for units.


I realize it would be a lot of work to do all this, but I believe that Neveron has a HUGE potential as a game. Even with the random bugs and sometimes unreal economics and military structure, it is very popular and draws people to donate large amounts of money. I hope to see Neveron become the premiere futuristic empire building game.


Cordially, Zoltan [Hell]


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mattbuckModerator
Eeyore


Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
Re: Some thoughts as to possible restructuring of Neveron [Re: Zoltan]
      #102525 - 01/21/05 01:37 PM (128.243.220.42)

Part 1, part 2, I have 3 words for you:

Go. Play. AOW.


Part 3, yes it's non-sensical compared to the real world but the system works and makes sense ti balancew the game.

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LiRa
Sergeant Major


Reged: 06/12/03
Posts: 369
Loc: Canada
Re: Some thoughts as to possible restructuring of Neveron [Re: Zoltan]
      #102547 - 01/22/05 09:46 AM (64.229.197.187)

#1- a lot of your suggestions are tied in with classes. ie the benefits will come with classes
-walls would NOT be good for the game

#2-Air units will be coded in EVENTUALLY, and WW comented that dropships would be nice(maybe for purchase) but a lot of that technlogy would be incredibly difficult to research(tech tree)

#3-The economy is completely player driven. It makes complete sense. Nev just doesn't have a middle man and that's fine with me. It removes a layer of complexity that we don't need.

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Li


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Wayward_SonModerator
Major


Reged: 07/05/02
Posts: 1287
Re: Some thoughts as to possible restructuring of Neveron [Re: Zoltan]
      #102555 - 01/23/05 01:36 AM (24.117.250.90)

Expanded research options are something we have talked about for a long time, there is just only so much time we have to code any one thing and we come up with good ideas way faster than we can code them, especially since we spend 90% of our time dealing with small issues and answering help tickets.

WS


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Devlin
Recruit


Reged: 11/04/03
Posts: 184
Loc: Near S. Louis, MO
Re: Some thoughts as to possible restructuring of Neveron [Re: Wayward_Son]
      #102760 - 01/27/05 02:14 PM (216.114.97.92)

Wayward is right- all of that takes time and effort to code. Leave Nev the way it is for a bit and fix the important stuff they are working on: pirate logging (some short amount of time there) and the other things that need fixes. Admin now codes logging morale in war, but we can't see who in our faction has rats OR Battle play for them (with any consistancy)? The expected update for repair facility history is taking HOW long to do? I suggest a change:

FIX WHAT IS ALREADY BROKE BEFORE YOU MAKE ANY ADDITIONS!

See? It is helpful and covers both suggested changes AND additions.



--------------------
It's only impossible until you do it, then it was easy


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Zoltan
Corporal


Reged: 01/06/05
Posts: 74
Re: Some thoughts as to possible restructuring of Neveron [Re: Zoltan]
      #125230 - 02/08/06 08:50 PM (130.127.99.148)

Quote:

I realize that there is a lot of work involved, but I have a few suggestions that I think would be easy to add in to the existing system.
...
# 3
Finally, the system of production in Neveron is non-sensical. Raw materials should procede to parts, and parts should procede to unit assembly. Research trees should reflect this. Certain empires might become effective producers of high quality laser parts, while other empires might buy the parts and have factories geared towards assembly of certain types of vehicles.

This system would go a long way towards fixing economic problems generated by the inflexible one link supply and demand chains currently in place, because price changes in one specific part or one type of unit would affect more than just the price of that single part or unit due to resource requirements for parts or part requirements for units.


I realize it would be a lot of work to do all this, but I believe that Neveron has a HUGE potential as a game. Even with the random bugs and sometimes unreal economics and military structure, it is very popular and draws people to donate large amounts of money. I hope to see Neveron become the premiere futuristic empire building game.


Cordially, Zoltan [Hell]








Just bumping this to say


I TOLD YOU SO :]



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