Science Fiction and Fantasy NES Discussion Thread

Interesting...
 
I like this idea. Perhaps we could extend it somewhat into the real game, so as being able to build improvements in your cities, etc?

Example:

Network Node - 5 Minerals - +1 Labs per turn
Biology Lab - 8 Minerals - +1 Labs per turn, enables Mindworm units for non-Green factions
Recycling Tanks - 5 Minerals - +1 Mineral per turn, +1 Nutrient per turn
Recreation Commons - 6 Minerals - -10% Drones

etc.
 
I was actually planning to do something like that to begin with. :) No real numbers are quite made outside the social engineering bonuses/penalties, so I'm not sure exactly what would be balanced but I do intend to try and implement a limited number of AC [and AX] Base Improvements. I first intended to represent them around a base with letters, but terraforming proved to be more...space-filling than I intended in the Map Prototype...

What I've come up with for the map:

As you'll notice, each base seems to have its own "section" of influence that is further cut into four pieces. This is the Base Zone and Sector idea I've come up with. After a Base of any size is founded, it gets its own "zone" -- the NES equivilent of the Base/City radius. Rather than bothering with worker numbers, all areas are worked for all they can be by the population of a base.

But that's where Sectors come in. Bases are divided into four sizes: Outpost, Medium, Large, and Metropolis. An Outpost base has a maximum population of 4,000 and a minimum of 1,000 [unless the base was recently attacked], and can only "work" one sector of the zone, as an example. Only a Metropolis base can work the entire zone at once.

Zone sectors also work into terraforming -- rather than having the choose where exactly to terraform something within a base radius, one simply has to choose the sector to Terraform. Outside of base zones, terraforming works based on exact location, distance from safety and/or escorts, and proximity to Xenofungus.
 

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Maybe you should make base improvemens general meaning once you build it all bases get it.
 
That could work. In fact, certain improvements -- especially the sattelite ones -- could easily work that way. But I do want there to be a little more focus on infrastructure. But you did give me an idea. Some improvements need only be built once for all bases [Sky Hydroponics, for instance], others have a "radius" of bases around them that are affected by the improvement [Command Centers seem like a good early candidate], and some must be built in each base that you want their effect in [Tree Farms and Centauri Preserves would make great sense in that category]. How's that sound?
 
GN I'd LOVE to help you make a AC NES. I am playing it currently and can offer any help if need. Please PM or email me if you want to continue making AC NES.
 
Ya I think AC techs are different than MOO3 techs.
 
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