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 Braaaains! (CC 1.0 unofficial discussion thread) 
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
Data wrote:
good stuff, guys.. in the making of the preview, i wasn't clear (and it wasn't clear to me, even) how the win conditions can cause certain undesirable scenarios at the end of a campaign game. I've thought it through now and this is the new win condition: At the end of a round, if all brains in all players' depots/brain pools are gone (meaning they are either all dead OR stationed in bases) THAT's when the game ends.

Then, the team with most owned bases on the planet wins the game. If more than one teams are tied in number of bases, their total gold funds are used as a tiebreaker. If anyone refuses to use their brains to attack, they will slowly be bled out by the brain maintenance/rent that every player pays to the TradeStar for taking care of their brain pool, which then triggers their brains to be involuntarily sold for gold, and eventually run out.

This also avoids people being forced to abandon their bases to go attack somewhere else, which makes no sense anyway. After all, the whole point of the brutal competition among these mining companies is to end up with as many mining bases as they can.

It's already implemented in the game now! Will do playtesting before 1.0


Its kind of dull ending, isnt it? And not very brutal - its mathematical. Last enemy brain dead (i.e. faction extinction in planet/total domination) - now thats brutal. And theres this alogism, that you can trade brains for oz, but not vice versa.

Its just some thoughts. Dont want to sound disrespectful. I will like it either way.


Tue Sep 25, 2012 3:43 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
Vytauti wrote:
snarky, grammatically correct post not in native language

As an atrocious grammar Nazi, I approve this message.

But yeah; I guess you missed it, but basically the current version of CC (which includes the upcoming 1.0 and any updates to that) simply wasn't designed for multiplayer involving more than one computer. As far as I know, some clever folks have created reasonable if simple online multiplayer, so I'm sure that a LAN setup would work just fine, but it might be a bit hacky and unsatisfying.

Data has hinted, however, that he's considering online multiplayer support for later games he makes, so if that list includes a CC 2.0, you may get your wish.

EDIT: Oh, and I agree; the game should end once the enemy has been brutally and thoroughly slaughtered -- that's how everything should end. I think it's simply a matter of necessity in terms of game mechanics. As you said, mathematical.


Tue Sep 25, 2012 3:46 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
Given that network multiplayer isn't possible, I quite like the game ending conditions Data posted. They're very boardgame-like, which is great for 4-people-in-a-room MP


Tue Sep 25, 2012 4:28 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
You could auto-remove one brain from a random (or player-selected) site when there's no free brains left. Also I guess that if player has brains but don't have sites the game must MAKE him attack some site to end his turn. The attack itself must be free, so player could attack territory with just a single brain if there's no money left. This way winning conditions are quite simple, who has brains - wins.


Tue Sep 25, 2012 6:12 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
So I hadn't been here in a while, and I was like "man, I wonder how ol' datarealms is doing." I come back and see all this hype.

This game is actually going to get legit attention?

Crap. Now I feel like I need to get back to modding. Augh so many projects to juggle...


Tue Sep 25, 2012 7:03 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
darkstorm4metagaem gogogogogoog

But honestly though, i know the feeling. I feel a strange obligation to make more stuff when 1.0 is released, just so i could potentially clog the ♥♥♥♥ out of the Steam Workshop. Not to mention that many of my things are in dire need of a respriting. BUT I DIGRESS, really looking forward to seeing 1.0 in all it's bug-fixed glory. It is bug-fixed, right? RIGHT?


Tue Sep 25, 2012 8:01 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
Data wrote:
good stuff, guys.. in the making of the preview, i wasn't clear (and it wasn't clear to me, even) how the win conditions can cause certain undesirable scenarios at the end of a campaign game. I've thought it through now and this is the new win condition: At the end of a round, if all brains in all players' depots/brain pools are gone (meaning they are either all dead OR stationed in bases) THAT's when the game ends....

I do agree with the majority of the opinions here that some way to brutally eliminate the ai would be better, but I'm still glad that you've read the feedback and solved the problem. Fluff wise it makes sense to do things efficiently, companies wouldn't be stupid enough to waste what's left of their resources when it's clear that they'd fail.

That said, a few alternatives off the top of my head, that might be good for the long run, though they'd probably push back the release date for 1.0 by too much:

1. Territory locking, when all the territories are revealed and captured, and when no team still playing has free brains left, a player can choose to lock a territory, either for a fee or for free. Locking the territory would result in it being unattackable, while also freeing up the brain and giving no income. This would allow you to sacrifice a territory for an attack, without the endless back and forth of the enemy taking it over and so on. Perhaps it would only last for one turn, to make it less of an all or nothing attack. I'd also suggest making it a mandatory thing if a player (human or ai) has no unused brains left, to prevent turtling and make it less unfair for any players with brains left.

2. As mentioned, main bases of some sort. Even if it's just that the first territory a player captures becomes their main base, gets instantly built up to high levels and can only be attacked late game, perhaps when they're out of free brains and other territories.
More if I come up with them.

That said, with brains as a limited resource I think there might be the need to not make attacking mandatory. More so if you include some sort of tradestar brain maintenance cost, where not attack loses you money, so people won't feel inclined to turtle endlessly. Defending a base is ridiculously easy really, just put troops all across the map and you win (though orbital bombardment of some sort would fix that to some extent). Even without resorting to cheap tactics like that that, it's easy to kill any ai who attacks you if they don't have enough funds. So I'd like to see the ai make decisions about whether or not to attack a territory based on how much they can allot to the attack vs. how much you've alloted to building a base, while also factoring in how many territories they have (i.e. how desperately they need the extra gold income).


Tue Sep 25, 2012 8:07 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
Dont like the draw kind of game ending solution. I rather see like some people said to totally anihhilate the enemy. The main reason for this is that you may invest looooooots of money in site and just wait the enemy to attack you to watch how you will obliterate them, and endup with game ending without seeing your superawesome base in action. I think the whole campaign will just end too soon considering most of the matches the battle is ending without you or the AI even wandering that far from the dropzone, brains will just dry out too quickly.
So i say let us buy brains for 5000 OZ each. Or raise the sum with each brain bought starting like first 1000oz second 2000oz and so on.

Or... give us function to continue playing campaign after you beat it, without using brains as resources at all.


Wed Sep 26, 2012 3:03 am
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
how about being able to attack but not capture enemy bases?


not requiring a brain to do so either, just some sort of relay device that drops down that you can't move (or move much at least)


i'd have to say it's pretty unsatisfying to win a battle simply based on statistics... isn't the idea complete domination?


the winner should be decided by a battle, not by a tally.


what if each player had to designate a stronghold as an HQ. the HQ would contain some computer or something that if you destroyed that you'd basically kick the player out of the game and they're ♥♥♥♥, like proper ♥♥♥♥. thing is an HQ is like half price to fortify or something.






or you could very simply have a way to acquire more brains, that one method mentioned about capturing a brain sounds pretty cool. basically you'd make any damage a brainbot takes to the body not effect its health. when you've destroyed the brainbot's body it'll just be a brain casing you can pick up and take back up in a ship.

sort of the same thing if the brain is mounted to somewhere inside the base. basically the brain would be hanging from a column or something and you just destroy the column, pick up the brain and extract.

also once the brain casing is "free" of its body or sanctum the other team doesn't lose until you extract but they can't order anything anymore or something like that.


Wed Sep 26, 2012 5:11 am
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
In the end, it's a competition to see who would mine the planet most effectively by tradestar, not some intergalactic war.


Wed Sep 26, 2012 5:35 am
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
We are dealing here with corporate bastards they wont stop untill they destroy their competitor. :grin:


Wed Sep 26, 2012 9:15 am
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
...and that's what modifications like Unmapped Lands 1/2 are for. Ultimately it is up to the developers how they develop the game, and we have a very flexible framework on which to build.

:roll:

Though I won't lie, I prefer the idea of crushing the enemy completely. Sounds like a Victory Conditions panel might be a reasonable compromise if the devs choose to take that route.


Wed Sep 26, 2012 11:33 am
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
Yeah but we need something solid we can push through that door that doesn't break.


Wed Sep 26, 2012 1:05 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
Honestly I think I like the stalemate resolution idea DaTa has here.

I mean, from a purely backstory perspective these are corporate groups fighting over monetary assets, and Tradestar is the real profiteer in the end.
That being said, Tradestar loses money from endless trench warfare, as even if groups are paying them for the facilities and troops, Tradestar could simply be receiving a % of the raw gold already. All they have to do is send the other corporations packing, and they can't say ♥♥♥♥ about it.

tl;dr Tradestar is run by ♥♥♥♥ geniuses.


Wed Sep 26, 2012 11:53 pm
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Post Re: Braaaains! (CC 1.0 unofficial discussion thread)
My solution would be to make Brains buyable in a very limited way: Once you're at 0 brains in your "brainstore", but you've got some bases, you can buy 1 additional brain (for a high price). This can happen multiple times, but only if said conditions are met.

I'm fine with the current way of ending the game too though. Looking forward to 1.0 quite a bit.


Thu Sep 27, 2012 9:08 am
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