Endemic
Arcane
- Joined
- Jul 16, 2012
- Messages
- 4,448
From your description of Steppe planets in-game: "...dominated by harsh winters and arctic environments" =! temperate grassland. It sounds like it fits taiga/borderline tundra to me.
Maybe I should change the phrasing of that. I was just showing you the inspiration for the artwork.
I wouldn't say smaller as much as less habitable... i.e. less like Terran. The idea is that Terran, Jungle and Steppe planets have ocean-sized bodies of water but the population maximums vary to due climatic differences (Jungle = a ittle too hot, Steppe = a little too cold)
Right. There is a base size for each planet type plus a variable. It's very possible to have a "large arid" have a higher population max than a "small ocean" even though the base for ocean is larger than for arid. This is how it worked in the original game.
Right. There is a base size for each planet type plus a variable. It's very possible to have a "large arid" have a higher population max than a "small ocean" even though the base for ocean is larger than for arid. This is how it worked in the original game.
So you prefer just listing the population cap rather than using classes like "Tiny", "Small", "Medium" etc?
Size classes also imply different surface gravities and that's not a thing in this game.
Size classes also imply different surface gravities and that's not a thing in this game.
Fair enough. I wouldn't mind having that as a variable, it woul distinguish the Psilons and Bulrathi more, for example.
Are you having trouble distinguishing between the Psilons and the Bulrathi?
Are you having trouble distinguishing between the Psilons and the Bulrathi?
I'm talking about gameplay. High-G v Low-G planet preference, etc. Not saying you should clone the MOO2 system, of course, but a few more racial traits would be nice.
Currently, what I am doing (mentally) is using gravity as a justification for the "one planet per system" limitation of the game. In this hypothetical scenario, there are lots of other planets in each system but their gravity is too high or too low for life. After all, what little we know about the effects of low-gravity environments on humans is mostly very negative. So, in the FICTIONAL ROTP universe, races are generally constrained to only living on terrestrial-sized planets which is why you only see one per system.
(Yes, I am fully aware that many systems have multiple Earth-sized planets, but that's a lot less to hand-wave away than gas giants and Mars-sized planets)
Technically, it doesn't do a lot for the game, but little touches like this matter, imo.
What’s coming in Alpha 5
This is the tentative feature set for the next Alpha. There is no scheduled date currently since I need to get a feel first for how much time the artwork will require. If I had to guess? March-April 2018.
Turn-based Ship Combat – players will be able to tactically control their ships in turn-based combat
Ground Combat Death animations – when soldiers die, you’ll see it. This was originally planned for Alpha 3 but pushed back due to schedule constraints.
Additional User Interface redesigns – planned for the next alpha are the Ship Design, Map, and Galactic Council UI. Maybe another if time permits. Ship Design was planned for Alpha 3 but also pushed back due to schedule constraints.