> That's pretty much it, though the increase rate might differ.
> ---
> I would prefer to leave out the randomness and have the player only get
the
> tech when it reaches the 100% mark. But there may be a compromise.
> Remember my first idea, the one about inventors that was eventually shot
> down for good reasons? Within a certain range, the chance of discovery
> would be dependant on the conditions I outlined in that proposal. So for
a
> time, there is a chance that inventors will give you the thing. As the
> basic tech increases, there is a bigger chance that you get the thing,
until
> you hit the 100% point at which time you will always get the thing. But
the
> chance is not totally random. It is greatly influenced by social
> conditions. So if you have educated people and a good economy, you will
> have a much greater chance of getting things earlier. That reduces a lot
of
> the randomness and I think it would work. Does it sound good?
That particular scenerio might work, however it would be dependant upon the
current proposal for the character model (see the poles i am having put up
in a day or so). Also the diff in the way the model would work would be
that say 15% would be listed as the minimum prereq istead of 25 because that
way we could incorperate the reverse part of my model, the idea where just
because u go below the prereqs doesn't mean its automatically forgotten, but
more gradual.
> I know what ur saying, but it has a lot to do with the religious type, not
> just religious level also. I mean the us is definatly high enough on
> enviormentalism and philosophy it would be except its philosophy has taken
> another direction. If we go with ur idea we do another type of
> discimination saying that 1 philosophy isn't as good as another (although
i
> agree with u that it should prob be higher than others, many might
> disagree).
> ---
> The US is developing a lot of the 'eastern' type thought. For example, in
I agree 1000%
> the home and garden section of the bookstore, you will find dozens of Feng
> Shui books. And as for the problem of one philosophy being higher than
> another, you are right. I would suggest that the player not direct
> philosophical stuff at all. I would like to see it be developed by your
> people without your influence. It would follow the conditions I outlined
in
> my first tech proposal about inventors. I think philosophy should develop
> without player interference, so you get the feeling that your people are
> real and unique. But everyone else seems to want to order the people to
> think a certain way and tell them what philosophy to invent.
Yea i i agree with u there alot, but like u said most people don't. That
too could put up in a poling. I think though most people want to have some
influnce (the creators of the game that is). While i think completely
controling ur people's direction shouldn't be done, i think a comprimise
could be done, hopefully leaning toward the people themselves being
indepenant.
> ---
> I would prefer to leave out the randomness and have the player only get
the
> tech when it reaches the 100% mark. But there may be a compromise.
> Remember my first idea, the one about inventors that was eventually shot
> down for good reasons? Within a certain range, the chance of discovery
> would be dependant on the conditions I outlined in that proposal. So for
a
> time, there is a chance that inventors will give you the thing. As the
> basic tech increases, there is a bigger chance that you get the thing,
until
> you hit the 100% point at which time you will always get the thing. But
the
> chance is not totally random. It is greatly influenced by social
> conditions. So if you have educated people and a good economy, you will
> have a much greater chance of getting things earlier. That reduces a lot
of
> the randomness and I think it would work. Does it sound good?
That particular scenerio might work, however it would be dependant upon the
current proposal for the character model (see the poles i am having put up
in a day or so). Also the diff in the way the model would work would be
that say 15% would be listed as the minimum prereq istead of 25 because that
way we could incorperate the reverse part of my model, the idea where just
because u go below the prereqs doesn't mean its automatically forgotten, but
more gradual.
> I know what ur saying, but it has a lot to do with the religious type, not
> just religious level also. I mean the us is definatly high enough on
> enviormentalism and philosophy it would be except its philosophy has taken
> another direction. If we go with ur idea we do another type of
> discimination saying that 1 philosophy isn't as good as another (although
i
> agree with u that it should prob be higher than others, many might
> disagree).
> ---
> The US is developing a lot of the 'eastern' type thought. For example, in
I agree 1000%
> the home and garden section of the bookstore, you will find dozens of Feng
> Shui books. And as for the problem of one philosophy being higher than
> another, you are right. I would suggest that the player not direct
> philosophical stuff at all. I would like to see it be developed by your
> people without your influence. It would follow the conditions I outlined
in
> my first tech proposal about inventors. I think philosophy should develop
> without player interference, so you get the feeling that your people are
> real and unique. But everyone else seems to want to order the people to
> think a certain way and tell them what philosophy to invent.
Yea i i agree with u there alot, but like u said most people don't. That
too could put up in a poling. I think though most people want to have some
influnce (the creators of the game that is). While i think completely
controling ur people's direction shouldn't be done, i think a comprimise
could be done, hopefully leaning toward the people themselves being
indepenant.
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