Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!sun-barr!newstop!sun!imagen!atari!momenta!chris From: chris@momenta.com (Chris Christensen) Newsgroups: comp.sys.mac.games Subject: Re: Spaceward Ho 2.0 Suggestions Message-ID: <1991Jun5.013600.11424@momenta.com> Date: 5 Jun 91 01:36:00 GMT References: <12981@mentor.cc.purdue.edu> Organization: Momenta Corporation Lines: 37 I would generally agree with those who value playability over realiam. I think that playability is one of the best aspects of Spaceward Ho and would hate to lose that. I also like some of the assumptions abput instant transport of metal, not contacting fleets in transit, no retreats, no cloaking, etc for playability reasons. I liked the suggestions of: indicating which planets have ships queued. double click on explored planet list to see a planet way to indicate quickly to spend the bare minimum on this planet !! battle report that is quick, but has tabluar output of what ships were involved, destroyed, etc mark unprofitable planets on budget list for b&w players fancier battle graphics Teraforming technology seems unnecessary as it is easy enough to teraform later in the game and hard enough to begin with and technology would tend to make it easier at the end and harder at the beginning. Other possibilities: how about getting some % of scrap metal for the winner of the battle? tankers for refueling? Some people suggested building a second more complex game on top of the current easy to play one. That would be fine with me. How about adding diplomacy with non player characters? "let's attack player 1" "player 2 is going to attack you" "let's be makea neutral zone" "can I trade you some metal for those fancy engines?" "got any used ships I could buy"