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Re: space game



On Tue, 12 Jan 1999, you wrote:
>Ken Dunn wrote:
>
>>         a port has a field for a producer attribute. At the moment
>>         these are the generic types: mining, agricultural, industrial,
>>         entertainment, fuel (i.e local gas giant or whatever),finacial,
>>         military, underworld. A port may have more than one attribute.
>>         For example mining and industrial.
>> 
>>         A port also has a wealth attribute. These two and the type
>>         of cargo dictate the price fetched. Cargo carried also need
>>         not be limited to one of the generic types. For example, a
>>         rich port with only a fincial attributes would pay a higher
>>         value for office equipment (or more realistically illegal
>>         drugs) that other places.
>> 
>>         Thought about a government/political/law attribute too.
>
>So you are doing "Elite" (the first one)? That could be good, it's
>probably one of the most addictive game I ever player, and the single
>game I logged on the most hours of play.
>
>It's one of the very few games that I miss the most from my Apple II
>game collection.
>
>The only thing I feel was wrong, was that you could only have a single
>model of ship, you couldn't change your ship to another model (like a
>single place fighter or a larger freight ship)...
>
>-- 
>Pierre Phaneuf
>Ludus Design, http://ludusdesign.com/

I never did play Elite, but I heard that it was very like a game I did play
called "First Encounter".  a very cool game.

definitely having a complete ship design module to this game would be great.  I
am leaning more towards a loose system based on size and weight rather than
fixed modules.
i.e.  The thrusters would put out a certain amount of thrust based on how large
they are in addition to their type.  Rather than choosing between a handful of
fixed thruster packs that give you a certain speed no matter what.