https://thrawnsrevenge.com/forums/Themes/revenge/images/logo.png
Home
Help
Search
Members
View the memberlist
Search For Members
Login
Register
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!
Thrawn's Revenge
Ascendancy [SoaSE]
Ascendancy Discussion
Migration Discussion
Reply
Print
Pages: [
1
]
Author
Topic: Migration Discussion (Read 4771 times)
0 Members and 2 Guests are viewing this topic.
July 17, 2014, 05:43:29 AM
Corey
Mod Leader
Administrator
Emperor
Posts: 7,520
Approval: +410/-80
Dream Crusher
Migration Discussion
«
on:
July 17, 2014, 05:43:29 AM »
Quote
Discuss any and all things related to the Migration mechanic described in the 11th Dev Diary here, including suggestions, feedback, complaints, or whatever else.
Logged
I also have a
YouTube channel
where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on
Patreon
July 18, 2014, 01:57:28 AM
Reply #1
Chaoslord_ZX
Recruit
Posts: 1
Approval: +0/-0
Re: Migration Discussion
«
Reply #1 on:
July 18, 2014, 01:57:28 AM »
Quote
My only concern for what is looking to be a very unique and interesting mechanic is what stops a player from building several of these ships, (which as I understand it start off full of potential population to "migrate" with) and then dropping them all off on a newly colonized planet to immediately max out it's population and thus rendering the time it takes for the planet to truly become useful to next to nothing? It doesn't really seem to be terribly game breaking based off of what I know, but it does seem like it could be used to essentially generate large planetary populations ridiculously fast with the only cost being the construction of these vessels.
Logged
July 18, 2014, 10:25:03 AM
Reply #2
Corey
Mod Leader
Administrator
Emperor
Posts: 7,520
Approval: +410/-80
Dream Crusher
Re: Migration Discussion
«
Reply #2 on:
July 18, 2014, 10:25:03 AM »
Quote
Ideally the cost of continuously rebuilding a transport plus the construction time/scuttle time would be enough to make that less than optimal, though it's certainly something we'll be looking out for. If that turns out to be an issue we'll find a way around it.
Logged
I also have a
YouTube channel
where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on
Patreon
July 22, 2014, 05:10:45 PM
Reply #3
gerfand
Brevet Admiral
Posts: 36
Approval: +0/-0
Re: Migration Discussion
«
Reply #3 on:
July 22, 2014, 05:10:45 PM »
Quote
For Migration you said:
-We're also toying with the idea of a new logistic structure which increases population capacity or growth rate on the planets, but that's less fleshed out.
so a good unit would be the Skyhook.
http://starwars.wikia.com/wiki/Skyhook
Logged
July 22, 2014, 05:35:43 PM
Reply #4
Corey
Mod Leader
Administrator
Emperor
Posts: 7,520
Approval: +410/-80
Dream Crusher
Re: Migration Discussion
«
Reply #4 on:
July 22, 2014, 05:35:43 PM »
Quote
If we do it we'll be using one of the Golan Space Colonies. Skyhooks were more like private yachts.
Logged
I also have a
YouTube channel
where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on
Patreon
November 22, 2014, 09:44:05 AM
Reply #5
Meo
Stormtrooper
Posts: 9
Approval: +0/-0
Re: Migration Discussion
«
Reply #5 on:
November 22, 2014, 09:44:05 AM »
Quote
Hi there,
are there techs which would affect the starting population ? or and an upgraded ship like a small/medium/large transport?
Meo
Logged
November 23, 2014, 12:57:39 AM
Reply #6
Corey
Mod Leader
Administrator
Emperor
Posts: 7,520
Approval: +410/-80
Dream Crusher
Re: Migration Discussion
«
Reply #6 on:
November 23, 2014, 12:57:39 AM »
Quote
No, there can't be techs like that. It would have to be tied to the colonize abilities.
As for different ships, we'd rather save ship slots for different roles. Increased migration stats are handled through research, since it would be kind of a waste to have 3 different ships whose sole purpose is to transfer population. I'd like to look into recoding the ability with different use logic eventually, so we can potentially give the ability to other ships (ie Acclamators)
Logged
I also have a
YouTube channel
where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on
Patreon
Reply
Print
Pages: [
1
]
Thrawn's Revenge
Ascendancy [SoaSE]
Ascendancy Discussion
Migration Discussion
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!