Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!convex!linac!pacific.mps.ohio-state.edu!zaphod.mps.ohio-state.edu!rpi!wildfire From: wildfire@aix01.aix.rpi.edu (Douglas B Rusch) Newsgroups: comp.sys.mac.games Subject: Re: Looking for Comments/Suggestions for Spaceward Ho! Version 2.0 Keywords: Spaceward Ho! Message-ID: <0kphrsl@rpi.edu> Date: 31 May 91 18:02:28 GMT References: <1991May30.185345.10261@neon.Stanford.EDU> <1991May31.143519.14309@cbnewsl.att.com> Sender: Douglas B. Rusch Organization: Rensselaer Polytechnic Institute, Troy NY Lines: 34 Nntp-Posting-Host: aix01srv.aix.rpi.edu Just thought of a new idea : 1. Instead of having tech be universal, have tech levels associated with a particular planet. That way old well developed planets would have high techs, better defenses (satellites) than newer worlds. The starting tech would be related to the tech of the colony ship that colonized it (or the people on the colony ship). This would make the core worlds very important and could be a way to avoid using bases since most players would want to build on their high tech worlds rather than their low tech new worlds. 2. Also the idea of freighters carring metal instantly around the galaxy (a problem in some ways I think) gave me the idea of fighters or transports. Why not have little ships that cant go through hyperspace (like satellites, but weaker maybe) but can be carried. Or why not have transports that can move satellites from secure inner worlds out to the not so secure outer worlds. 3. How about an option to limit the values of tech. Limiting the maximum range tech would have definite effects on how you can attack someone. For instance a max range of 6 would prevent the enemy from ever attack your more distant worlds so you wouldn't need to protect them. Also there may be bottlenecks on the map that have to be captured to assult further into the enemy. I know I've had more ideas about this game, so when I remember them I'll post the. Boy, this is almost as much fun as playing the actual game!