From: Angelo S. <ang...@oo...> - 2003-01-23 01:59:42
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Justin Stedman wrote: > > Just use 2000 Credits/EXP point for all Building/Researching. Keep that a > standard # throughout the game. So although we may want to increase the > cost of building the last few turrets make sure we keep that Ratio of 2000:1 > (double the cost from last game). Last game there were some research > projects that were better then 1000:1 (very wrong). I know Research EXP was > based on Research Time, but we can use both. Keep the 2000:1 Credit:EXP > Ratio and use the 1:100 Build Time:EXP ratio also. Now my only question > is...if your race has 110% Build Cost do you spend more money for the same > EXP or do you gain more EXP? And do Zyck (for example) gain the same EXP > for less money? If so (and it should probably be that way) we should add in > the 2000:1 Ratio for producing guns. It will only be a minor benefit (since > guns are so cheap to produce), but it will make up for the disparity that > will occur with some races having their main bonus be producing weapons. I dont want to argue about teh numbers. The code principle makes absolutely sense. It will make it far more easy to add further options in game which take tiem and money and have XP as side effect. I mean: instead of defining: this research yields X XP and this building/fabrication Y, use a general formular and take races ability as XP enhancer/decreaser into account just like Carnaugh proposes it. > Carnaugh > ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |