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Unread 26 Jun 2009, 21:04   #1
MrLobster
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Remove limits on population settings, with side effects.

So here is thought on alernative population settings.

The Alternative Way (Dont get something for nothing)

1) All population areas start on Nominal levels (Zero)
2) To increase in one area, you have to decrease another by the same amount.

Example
1) Set Shipwrights to -20%
2) Set Mining to +20%

So now your ships take 20% longer to build, but you have 20% more mining.

This way could also replace governments.

Current Way (Modified)

Any points above upper limit, are divided by the remaining areas, and rounded up (so never below 1).

1) Set mining to 50% (25% over the 25% Limit).

2) All other areas are now reduced by 7% (25% divide the 4 other areas = 6.25% then round up).

Notes: You still have a 100% pop limit in total. Also an area can go below Zero.
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Unread 26 Jun 2009, 21:09   #2
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Re: Remove limits on population settings, with side effects.

And this will improve the game because......... ?
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Unread 26 Jun 2009, 22:25   #3
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Re: Remove limits on population settings, with side effects.

You're not removing the limit, just lowering it by 100% (from 200%).
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Unread 27 Jun 2009, 05:04   #4
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Re: Remove limits on population settings, with side effects.

It adds to the diversity of the game, so im for it.

Not really sure if the 2 previous posts are for or against tbh.
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Unread 27 Jun 2009, 05:53   #5
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Re: Remove limits on population settings, with side effects.

Does not add any real game play in terms of "choices the player has to take" but instead offers something "for those in the know" to exploit early on.

In other words: I dislike this.
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Unread 27 Jun 2009, 06:30   #6
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Re: Remove limits on population settings, with side effects.

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Originally Posted by Heartless View Post
Does not add any real game play in terms of "choices the player has to take" but instead offers something "for those in the know" to exploit early on.
How so?

Arent players given the ability to chose 75% research to hit hulls/eta/scans asap? Or possible dist/value whores to jack up cons to 75%? I see these as choices the player has to make, and is highly relevant to each individuals play path/style, as opposed to an elitist leg up.

Suppose its just me tho.
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Unread 27 Jun 2009, 07:37   #7
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Re: Remove limits on population settings, with side effects.

If you look at the first way I try to go about it is, you can get up to 100% mining (25% is current max), but you have to reduce at least 1 area by 100% to balance out.

Basically I wanted to see this...

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Unread 28 Jun 2009, 08:06   #8
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Re: Remove limits on population settings, with side effects.

Zieger Otterman eh
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Unread 28 Jun 2009, 09:06   #9
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Re: Remove limits on population settings, with side effects.

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Zieger Otterman eh
I was trying to think of non-crappy sounding names.
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Unread 28 Jun 2009, 12:56   #10
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Re: Remove limits on population settings, with side effects.

Yeah so much for that plan...
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Unread 28 Jun 2009, 14:18   #11
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Re: Remove limits on population settings, with side effects.

Quote:
Originally Posted by MrLobster View Post
If you look at the first way I try to go about it is, you can get up to 100% mining (25% is current max), but you have to reduce at least 1 area by 100% to balance out.

Basically I wanted to see this...

I did perfectly understand the way you want this to work, don't worry about that. The point is that there are enough time slots in this game where you can afford having -100% shipwrights / researchers / etc for a couple of ticks every day. This in turn means that the system you suggested does not actually increase the reward of a player's decision he takes there, but instead it rewards activity (i.e. I can maximize the effects my population settings have if I log in often enough).

So I really don't see this change being something that benefits the gameplay experience, except for those who spend an awful amount of time on this game every day (and even then it's not necessarily better gameplay but just a tool for faster planet growth -> earlier stagnation).
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Unread 28 Jun 2009, 21:08   #12
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Re: Remove limits on population settings, with side effects.

The point you raise, Heartless, could easily be solved by only letting people change settings once every x ticks.
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Unread 29 Jun 2009, 01:58   #13
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Re: Remove limits on population settings, with side effects.

Quote:
Originally Posted by MrLobster View Post
If you look at the first way I try to go about it is, you can get up to 100% mining (25% is current max), but you have to reduce at least 1 area by 100% to balance out.

Basically I wanted to see this...

Where do i get that skin?
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