Well I'm going to have to change the last aspect of the Time Travel Punch Card system Patine, in that I DO want people to play as the aboriginals. I'm still planning to include an independent civ so I might use them instead as the civ that receives the time travel techs at random. Then again..... I might just use an even more challenging way to force players to acquire these techs.
This leads me to anew questions I have for the forum and I'd like to know your answers before I make any major decisions.
1) As of now I have 14 naval units in the units.bmp detailing the evolution of naval power from the humble gunboat to the dreaded Extinction Class Battleship. At the same time there are a mere 4 air units to represent the evolution of air power. So that means the 4 units cover everything from the first powered fighter airplane to the advanced rocket bomber. Should there be more emphasis on the evolution of air power as its a more cutting edge frontier of warfare or is emphasis on naval power the smart way to go?
2) For this game I want to introduce what I call the "transparent shield graphic", this is meant to be used for generic units that don't have the specific flag of a civ as its own shield. I personally like it but have had both positive and negative feedback for the idea. I'd like to know what the forum thinks of the idea of a transparent shield for naval, air and other generic units as featured in the screenshot below.
3) Behold the diplomat, the single unit that has the potential to change the course of a game with just a few of his mischievous deeds. I really don't like the idea of having a diplomat at all in the game, however if I do decide in the end to allow the independent civ's to get the random time travel punch cards the diplomat would serve as the only way to get them fairly, as I'm even more against the idea of "tech by conquest". I suppose I could include him but control just how many are made, like how in Imperialism they were created via events and even then only once every 100 turns or so.
This leads me to anew questions I have for the forum and I'd like to know your answers before I make any major decisions.
1) As of now I have 14 naval units in the units.bmp detailing the evolution of naval power from the humble gunboat to the dreaded Extinction Class Battleship. At the same time there are a mere 4 air units to represent the evolution of air power. So that means the 4 units cover everything from the first powered fighter airplane to the advanced rocket bomber. Should there be more emphasis on the evolution of air power as its a more cutting edge frontier of warfare or is emphasis on naval power the smart way to go?
2) For this game I want to introduce what I call the "transparent shield graphic", this is meant to be used for generic units that don't have the specific flag of a civ as its own shield. I personally like it but have had both positive and negative feedback for the idea. I'd like to know what the forum thinks of the idea of a transparent shield for naval, air and other generic units as featured in the screenshot below.
3) Behold the diplomat, the single unit that has the potential to change the course of a game with just a few of his mischievous deeds. I really don't like the idea of having a diplomat at all in the game, however if I do decide in the end to allow the independent civ's to get the random time travel punch cards the diplomat would serve as the only way to get them fairly, as I'm even more against the idea of "tech by conquest". I suppose I could include him but control just how many are made, like how in Imperialism they were created via events and even then only once every 100 turns or so.
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