Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!usc!zaphod.mps.ohio-state.edu!sample.eng.ohio-state.edu!purdue!mentor.cc.purdue.edu!sage.cc.purdue.edu!arw From: arw@sage.cc.purdue.edu (Paul Hanson) Newsgroups: comp.sys.mac.games Subject: Spaceward Ho 2.0 Suggestions Message-ID: <12981@mentor.cc.purdue.edu> Date: 30 May 91 21:14:47 GMT Sender: news@mentor.cc.purdue.edu Lines: 38 First : following Peter's guidelines on what he would like to hear about : 1) Multi-player games - I think these are done very well. I like the method of doing turns. The only changes I would make, is in how things are processed at end of turn. Most of the time, we have no problem, although occasionally when playing on a network, it does not register a turn being done (when selecting "End Turn". The only solution is to close and reopen the game). 2) Message Passing... This is an interesting thought. I would consider it more novelty, than a needed feature, but I like the idea. I am not sure how I would implement this. Perhaps have a menu option which is "Send Message". Then, be prompted by a dialog box which players to send the message to, and then finally type the message. Have this message be put into the "messages" window of the other player at the start of the next turn. 3) Battles... i) Definitely add a retreat option (if fuel allows it) ii) Somewhat related to this, I think the option to "alter course" while in transit somewhere would be a good idea. In other words, if I am halfway to "Hobbes" with my colony ship when "Hobbes" is taken over by the enemy, I would like to make my Colony ship turn around or divert to another star (once again, if fuel allows). 4) Other ideas... (Uh oh... a trekkie)... i) Cloaking - This would burn fuel at a rate of 1 or 2 units per turn, and would allow you to scout out a star, owned by the enemy, without the enemy knowing you were there. This could let you find out what the enemies defenses are like. Once the fuel ran out, so would the cloaking. Perhaps this could be another type of technology... the higher the level, the longer you can stay cloaked. Or, perhaps the lower the level, the higher the chance of being discovered while you are cloaked. Just a thought. Just my opinions.... Paul