Racial abilities

I think that those bonus could be better define.

Like the +15% ship range from adventuresome. The movement system works and should always speak in hexes. So instead of +15% I would say +1 range per module.

 

A more visual way to display a social or economic abilities could be by showing a time line that spread over all 3 ages.

One time line showing the average of the galaxie (line for +0)

and your time line showing how better it will get you compared to those neophyte!

It could be displayed via mouse over or a click.

 
Mr. Kurt
4,771 views 4 replies
Reply #1 Top

Like the +15% ship range from adventuresome. The movement system works and should always speak in hexes. So instead of +15% I would say +1 range per module.
End of quote

the problem with this is that different modules give different base amounts a +1 bonus to a module that gives you 3 range is amazing a +1 bonus to a module that gives 100 range is minor

Reply #2 Top


Like the +15% ship range from adventuresome. The movement system works and should always speak in hexes. So instead of +15% I would say +1 range per module.
End of quote

This would severely screw with game balance as it would strongly incentivise many small modules over a few large ones. I think 15% is pretty clear personally.

A more visual way to display a social or economic abilities could be by showing a time line that spread over all 3 ages.

One time line showing the average of the galaxie (line for +0)

and your time line showing how better it will get you compared to those neophyte!
End of quote

I'm not sure I follow here. There isn't really a baseline for something like economy or research, it depends highly on how you run your civ. And anyway, would't this just be a line that ran 20% above the baseline (for +2 economy for example)? Does that really give you more information than the "+20%" that is currently in the tooltip?

Reply #3 Top

 

HopeI will try a different way to explain. maybe number will speak better!

 

0x life support 

  • base 10 hex
    • adventuresome +1 (+15%) = 11.5
    • adventuresome +2 (+25%) = 12.5

1x life support 

  • base 10 hex
  • LS = +6
    • adventuresome +1 (+15%) = 18.4
    • adventuresome +2 (+25%) = 20


starting scout have 3 life support installed so let's analyse this.

3x life support

 

  • base 10 hex
  • 3x life support = 18
    • adventuresome +1 (+15%) = 32.2
    • adventuresome +2 (+25%) = 35

 

What I propose, is: 

0x life support 

  • base 10 hex
    • adventuresome +1 (base +1)= 11
    • adventuresome +2 (base +2)= 12

1x life support 

  • base 10 hex
  • LS = +6
    • adventuresome +1 (+1/module) = 18
    • adventuresome +2 (+2/module) = 20

 3x life support 

  • base 10 hex
  • 3x LS = 18
    • adventuresome +1 (+1/module) = 32
    • adventuresome +2 (+2/module) = 36

 

hope this clarify my point!

 

Mr. Kurt

Reply #4 Top

Your point didn't really need to be clarified. It was quite obvious what you intended.

The problem is that life support scales with map size (or did in GC2, we don't have maps big enough to test that yet for GC3). On a dinky map, your +1 per module roughly approximates the percentage addition, closely enough so that it may well have been used to calculate those percentages in the first place.

Life support gives MUCH more range for larger maps. Getting a 10% passive bonus on an Immense map was 5-6 spaces additional range, not 1. That's the sort of map your system would fail at, but it's not immediately obvious *why* if you aren't really familiar with the previous game.