It doesn't take a rocket scientist to figure out...
Started by Hostile, Jul 12 2006 01:35 AM
7 replies to this topic
#1
Posted 12 July 2006 - 01:35 AM
That this system needs refining. When I get bored working on Atlas, I come here, read some posts and remember why I started it. I've just read some HUGE reasons why it's time to get back to work.
Soon I'll have enough of the basics done that'll need you all to serious start helping with everyday balance and idea issues to make this work. So as you all think of stuff, post it here. I'll link to the main RPG thread so you all can see the current system and make suggestions. Blodo just made an excellant one.
http://forums.revora...showtopic=33223
My first thoughts are to have each player gain money based off of 5 Resource Points per day, 3 from personal industry and 2 from world trade by being a member of the UN. If players vote a UN resolution to give an ulitmatum to a player to either comply or face world sanctions and they don't, then the admin simply checks off the UN member box in the countries admin profile and the base income of the nation drops by 2/5.
SO no matter how many upgrades to your economy you have, the base of what your economy multiplied it by has dropped by 2/5. This is a serious blow for a nation so it actually gives weight to world sanctions.
Soon I'll have enough of the basics done that'll need you all to serious start helping with everyday balance and idea issues to make this work. So as you all think of stuff, post it here. I'll link to the main RPG thread so you all can see the current system and make suggestions. Blodo just made an excellant one.
http://forums.revora...showtopic=33223
My first thoughts are to have each player gain money based off of 5 Resource Points per day, 3 from personal industry and 2 from world trade by being a member of the UN. If players vote a UN resolution to give an ulitmatum to a player to either comply or face world sanctions and they don't, then the admin simply checks off the UN member box in the countries admin profile and the base income of the nation drops by 2/5.
SO no matter how many upgrades to your economy you have, the base of what your economy multiplied it by has dropped by 2/5. This is a serious blow for a nation so it actually gives weight to world sanctions.
Save the environment, use green text
Some Bullshit Somewhere
#2
Posted 25 July 2006 - 06:53 PM
Well progress is coming along, admins can now log in create nations, edit nations, and delete nations. This is taking longer than I thought though. I'll ditch the mutiple RP base because admin can easily go in an adjust things like that on thier own anyway.
But progress is being made, this will take some months it appears.
But progress is being made, this will take some months it appears.
Save the environment, use green text
Some Bullshit Somewhere
#3
Posted 25 July 2006 - 06:55 PM
Patience is a virtue and will be rewarded, that I'm sure of.
#4
Posted 25 July 2006 - 07:15 PM
Keep at it, then. I'm sure it'll be great.
#5
Posted 25 July 2006 - 07:39 PM
What of a world with no UN? What about land multipliers? If you have lots of land and lots of industry, you may need to introduce a modifier per square mile, something very small, to increase those resource points depending on the country size.
#6
Posted 28 July 2006 - 03:09 AM
TBH, land has as much affect as population, none. Switzerland has small land but is rich. China, alot of land and population but is still emerging. I don't see a correlation between amount of land and population.
Israel has a population of 6 million, Syria has 18 million. But we all know who would win in direct conflict. So I don't think land or population matters much.
I ditched the whole UN idea, because the admin have control over that anyway by adjusting players directly. Plus, hell it gives the admins something to do.
Israel has a population of 6 million, Syria has 18 million. But we all know who would win in direct conflict. So I don't think land or population matters much.
I ditched the whole UN idea, because the admin have control over that anyway by adjusting players directly. Plus, hell it gives the admins something to do.
Save the environment, use green text
Some Bullshit Somewhere
#7
Posted 28 July 2006 - 04:18 PM
I don't mean in regards to development. I mean in regards to population. In fully industrialized countries, those with larger populations inevitably turn out more products, make more money, and produce more military assets.
#8
Posted 28 July 2006 - 04:41 PM
I suppose that can be directly affected by the admins going in and changing the RP modifier. Admin will have total control of that. They can change it from 1.0 to 1.25 based on your parameters if they want.
For balance purposes I don't think population should determine much. Higher population means higher production but offset by higher number of consumers. To keep it simple we should not have land mass or population affect production IMO.
For balance purposes I don't think population should determine much. Higher population means higher production but offset by higher number of consumers. To keep it simple we should not have land mass or population affect production IMO.
Save the environment, use green text
Some Bullshit Somewhere
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