Like the game. I would like a score so that when there
are a large number of players the game can be played
to turn or time limit not to the bitter end. Also
score can allow for different empire type to played in
the same game. I will explain this part later.
I would also like to develop the score classes if
possible.
My idea for score in stages of development.
1) static score-
-VP- victory points
-Mc is materials constant one for each material type.
-Ms is how much material in stock.
-Mp is how material is produced by planets
-Tc a be constant for each tech level
-Sc a constant to multiply stock V by
-Pc a constant to multiply planet VP by
-Cc a constant to multiply componet (ship) VP by
-VPm victory points for each Material
VPcomp = sum for each tech level -Cc*Mc*Mcomp*Sc
Vpm = Sc*Mc*Mp + Pc*Mc*Mp + VPcomp
VPComp referes to marterial made into Componets. so a
ship is valued by the material used to make its
componets * a tech level constant .
Total VPis calculated over all Materials.
2)active score. points for destroying enemy ships. or
planets (possibly negative points for destroying
planets)
3)empire specific points. Allow different Empire types.
Pirates- get high multiplier for ships and a
multiplier less then 1 for planets.
Empire builders reverse of pirates.
Bereserkers (can't use that name in the game it is
trademarked) get points fo killing troops an planets.
Priests- get high troop point multiplier. (they want
souls). Get points for dead troops also (Martyrs are
good).
Merchants get points for shipping goods to other
players worlds.
Empire specific powers/technolgy/componets. or
disdvantages.
pirates - weapons wich target engines/fuel so they can
steal cargo and capture ships. production on planets
reduced. can't increase production.
Merchants - larger hulls. can use auto transfering
materials.
Beserkers - extra damage against infantry.
Preist - troop converters. Change the allegiance of
troops converting them to same religion.
Lots of other things but tat is more than enough to
keep things busy.
Grant Morgan
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This is a very good suggestion. When we (developers) have
played 'quick' games we have set a limit to game rounds and
agreed that the victory score after the limit is calculated
as: (Number of Home planets owned + # of Dodechaedron
planets owned * 1.5)*1000 + total number of planets owned.
At least this calculation and possibility for game length
limitation will be implemented sometimes in the near future.