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December 5th, 2006, 08:51 PM
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Major General
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Re: Reason for the new race-creation setup ?
Uh. I want to know the nick of the guy that complained.
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December 5th, 2006, 11:45 PM
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Second Lieutenant
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Re: Reason for the new race-creation setup ?
Mainly I like the roundness of it, I want a sart race, I pick "smart", I want a dumb race, I pick "dumb", and it's either + or -500. I remember MoO2 having like 10 race points going either way, with a score bonus if you didn't spend them all.
Perhaps with a mod you could put in varying degrees of racial bonuses, from 20 to -20, like in MoO2.
Also, now you have the cultural techs, so if you want any given attribute boosted, you just research it as you play, working towards it.
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December 5th, 2006, 11:57 PM
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Re: Reason for the new race-creation setup ?
Quote:
Ragnarok-X said:
Uh. I want to know the nick of the guy that complained.
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So would I. So would I.
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December 6th, 2006, 12:04 AM
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Re: Reason for the new race-creation setup ?
So instead of one nice clean slider, you want to use a bloated monstrosity of checkboxes in a list providing less utility overall?
The UI is already bad enough.
Cultural techs are definitely no replacement for racial setup, since in this case research points turn into racial points.
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If we were to get any racial setup system out of the blue, what I would want is a supply & demand system...
When setting up your race, you don't choose what values you want... instead, you set an "importance" score for each trait, along with the minimum and maximum trade amount.
When the game is first started, each race will then trade attributes, buying low, selling high until they can no longer make a trade which will increase their holding's importance.
So if everybody values minerals very highly, but one race is willing to sell, they will get a LOT of other attributes in exchange.
The race which values minerals the highest will get the most offers, but will also be willing to give up the most in other traits to get those mineral skill points.
Overall, all the races in the game average out to "average" skill by definition, which makes sense.
And as a bonus, there is no balancing required. The cost of each trait is determined by free market forces.
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December 6th, 2006, 12:05 AM
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Re: Reason for the new race-creation setup ?
Well at least we can add a bunch of options into the racial characteristics section and make it so that it takes a year to scroll down through all of the options.
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December 6th, 2006, 05:49 AM
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Major General
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Re: Reason for the new race-creation setup ?
Yeah thats funny. Kevin does so, in his Golden Eclipse mod. He has 6 traits for each characteristic, granting +- 5, 10 and 15 percent respectivly. A whole load of scrolling.
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December 6th, 2006, 06:39 AM
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First Lieutenant
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Re: Reason for the new race-creation setup ?
interesting idea SJ, but getting a 10+ mp game started would be a headache...
Edit:
Actualy, re reading what you said, I see how it would work.
yea that could be fun.
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December 6th, 2006, 06:55 AM
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Re: Reason for the new race-creation setup ?
Pretty cool idea SJ, asreed. Player could even bluff, aiming for "low"-priced aptitudes and selling their generally more important abilities for them (if you are a running a certain non-mainstreamed tactic).
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December 6th, 2006, 05:33 PM
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Re: Reason for the new race-creation setup ?
I doubt the changes were made because of a single complaint.
It would have had to take many complaints to change the system in such a dramatic way.
So ask for the list of names. 
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December 6th, 2006, 06:19 PM
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Re: Reason for the new race-creation setup ?
I'm sure in reality it was more along the lines of "everybody says it sucks, so I'll remove it..."
When what we were really saying is that stock settings suck.
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