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Other uses for Contraband

 
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 1) Posted: Mon Apr 03, 2006 12:19 pm
Post subject: Other uses for Contraband
Archived from groups: alt>games>vgaplanets4 (more info?)

This topic has come up before, but usually as a tangent to some other
discussion, and thus doesn't really get much attention. I thought I'd
try it again.

Contraband has been reduced to a generally minor aspect of the game.
Contra found on a planet's surface is really only of use early in the
game. With the small stockpile (<1000kt) on most worlds and the low
price of most Contra (~3-4 MC for most), it generally isn't worth going
out of your way for it. A couple thousand MC just isn't usually worth
the several turns it will take to move the population to gather and
sell it. It's a nice bonus if you already have, or plan to have,
several hundred thousand colonists move there, but not worth it if you
don't.

One suggestion is to make the Contraband useful for something other
than just selling. The Ghips' love of Kerria and the Worms' love of
Spice is one such use that has been in the game for quite some time.
Robots using Kerria like Food for High Guard training is a fairly
recent addition. The happiness boost Robots get from Emotion Chips is
even more recent and may be an indication that Tim is taking Contraband
in this direction.

Perhaps Alpha Wave Floggers would give a (very) slight increase in
population growth, or perhaps a larger bonus, but it only applies to
Troop and High Guard "back-breeding" rates. Or maybe it just increases
Training Rates.

Stim Bright Pills and Illegal Books might both generate a small bonus
(flat increase, not %) to MCs sent to the Galactic account to represent
increased accademic prowess, but the Growth rate may go down for that
world. Require that at least an equal amount of MCs to be sent via the
Gov Center, to gain the bonus.

Handguns and Vaggen War Hounds might give a small bonus to Combat stats
(perhaps only to those races with low stats to begin with).

Maybe Ghips require Kerria for them to build their Engines. Either as
a stockpile or they actively use up the Kerria (perhaps using 1kt per
5,000 or 10,000 Ghips). Maybe "tame" Worms need a Spice stockpile as a
Catalyst to produce their own Spice. Frawgs (Amphibians), might need
to be "bribed" to build their engines, accepting as payment kt's of
Grecken Blood Wine or Illegal Music CDs (same ratio as Ghip and
Kerria).

Perhaps tame Repterrian Psi-Geese eggs can be harvested for food,
generating SQRT(Geese) kt of Food every turn. 100 Geese produce 10
Food, but it takes 10,000 to produce 100 Food. Perhaps the Geese to
slightly nuts when confined in large numbers and tend to destroy their
own eggs.

Ideas? Approval? Disapproval? Alpha Wave Flogged Vaggen War Hounds
enraged by implanted Emotion Chips and hopped up on Stim-Bright Pills
must be given my scent as punishment?

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Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 2) Posted: Mon Apr 03, 2006 4:51 pm
Post subject: Re: Other uses for Contraband [Login to view extended thread Info.]
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I like most of your proposal idea.

I just hate the idea of Ghips or Humanoid requiring contra to produce
their goodies.
This would strike another blow at the weak Rebel economy.

And most importantly add more micro-management to anyone having those
natives.
(If the purpose of this is to reduce the power of those 2 natives, just
reduce the power directly do not add micro).

I will be against almost any new idea that add more micro...

Lord Lancelot

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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 3) Posted: Mon Apr 03, 2006 5:33 pm
Post subject: Re: Other uses for Contraband [Login to view extended thread Info.]
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Good point. My ideas were more to just point out possible uses for the
contraband than any statement about the native freebies.
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Magik

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Since: Mar 02, 2005
Posts: 277



(Msg. 4) Posted: Tue Apr 04, 2006 6:54 am
Post subject: Re: Other uses for Contraband [Login to view extended thread Info.]
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I think the main objection against using contraband to buy goodies from
natives is that the Kerria Crystals can quickly become the most
expensive black market item in the game if there are Crystals and
especially Robots in the game. As the Crystal and Robot population
grows, the price skyrockets and by turn 50 you'll find that the price
is 80+ for 1 unit of KCA. I guess that would be fine if ~1 KCA bought
you one of each engine type from the Ghips.

I do like the idea and know that it would take a bit of balancing to
make things right. The scales will definitely be shifted in one
direction for exploit if this was haphazardly implemented.

Magik
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gfm

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Since: Sep 07, 2005
Posts: 153



(Msg. 5) Posted: Tue Apr 04, 2006 8:50 am
Post subject: Re: Other uses for Contraband [Login to view extended thread Info.]
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Amaranthine schrieb:

> This topic has come up before, but usually as a tangent to some other
> discussion, and thus doesn't really get much attention. I thought I'd
> try it again.
>
> Contraband has been reduced to a generally minor aspect of the game.
> Contra found on a planet's surface is really only of use early in the
> game. With the small stockpile (<1000kt) on most worlds and the low
> price of most Contra (~3-4 MC for most), it generally isn't worth going
> out of your way for it. A couple thousand MC just isn't usually worth
> the several turns it will take to move the population to gather and
> sell it. It's a nice bonus if you already have, or plan to have,
> several hundred thousand colonists move there, but not worth it if you
> don't.
>
> One suggestion is to make the Contraband useful for something other
> than just selling. The Ghips' love of Kerria and the Worms' love of
> Spice is one such use that has been in the game for quite some time.
> Robots using Kerria like Food for High Guard training is a fairly
> recent addition. The happiness boost Robots get from Emotion Chips is
> even more recent and may be an indication that Tim is taking Contraband
> in this direction.
>
> Perhaps Alpha Wave Floggers would give a (very) slight increase in
> population growth, or perhaps a larger bonus, but it only applies to
> Troop and High Guard "back-breeding" rates. Or maybe it just increases
> Training Rates.
>
> Stim Bright Pills and Illegal Books might both generate a small bonus
> (flat increase, not %) to MCs sent to the Galactic account to represent
> increased accademic prowess, but the Growth rate may go down for that
> world. Require that at least an equal amount of MCs to be sent via the
> Gov Center, to gain the bonus.
>
> Handguns and Vaggen War Hounds might give a small bonus to Combat stats
> (perhaps only to those races with low stats to begin with).
>
> Maybe Ghips require Kerria for them to build their Engines. Either as
> a stockpile or they actively use up the Kerria (perhaps using 1kt per
> 5,000 or 10,000 Ghips). Maybe "tame" Worms need a Spice stockpile as a
> Catalyst to produce their own Spice. Frawgs (Amphibians), might need
> to be "bribed" to build their engines, accepting as payment kt's of
> Grecken Blood Wine or Illegal Music CDs (same ratio as Ghip and
> Kerria).
>
> Perhaps tame Repterrian Psi-Geese eggs can be harvested for food,
> generating SQRT(Geese) kt of Food every turn. 100 Geese produce 10
> Food, but it takes 10,000 to produce 100 Food. Perhaps the Geese to
> slightly nuts when confined in large numbers and tend to destroy their
> own eggs.
>
> Ideas? Approval? Disapproval? Alpha Wave Flogged Vaggen War Hounds
> enraged by implanted Emotion Chips and hopped up on Stim-Bright Pills
> must be given my scent as punishment?


1
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Hi!

I know he would never asked me and even my voice is small but
when Tim would ask me hoe I wish the contrabands to be I would say

1) Introduce two new buildings
(a) "contraband house": Gives access to the contraband market. But
only unlimited orders are posibble. Tech level: 2-3 and not
expensive
(b) "trading house": Allow limited orders and distribution to local
planetary systems, colonists and natives possible. tech level: 4-6 and
expensive
Maybe all stuff is tradable. So you could sell and buy minerals, ord,
transwarp engines, tech once it is reached(!), hull plans(!) etc.
Even selling and buying mc at offered interest rates could be
possible. If someone can´t pay the percentages then he first looses
the credit and must pay it back with stuff at the actual prices
from the local base where he bought the credit. If this is not enough
then the first ship with a value due to the actual prices of the
parts and the hull is taken recycled at the nearest base and selled.

2) Let the natives take part in the market as a random element and to
have enough limited orders for price building especially in the
early game when nobody has build a trading house turns
3) Make the price building like this:
(a) The price is set so that the most of the offered and ordered
contraband sort can change the owner.
(b) then the unlimited orders are executed.
(c) if still sell and buy orders are left then the limited orders are
executed
(d) most times there are in (b) or/and (C) excesses between buy and
sell orders
then the orders are executed due to the ratio between the single
order and the total orders so that everyone gets a little.
(e) if there are no orders at all then the last price is taken. But
this should be very seldom because native also trade randomly.
4) give the contrabands an intrinsic "value" like

Illegal Books: increase leader ship
VR-6x Holochips: decrease point defens odds for ord weapons if on a
ship
Stim-Bright Pills: increase mining abilities
Grecken Blood Wine: Makes colonists and natives very happy but
decreasing tax and mining rate if consumpted
Kerria Crystal Artifacts: increase joining rate and happynes of
ghipsodals
Alpha Wave Floggers: parts upgrader if in a base, accuracy increase
for beam weapons( 10kt flogger + 5 heavylaser -> 1 blaster
cannon)
Repterrian Psi - Geese: increase psi rating
Vaggen War Hounds:???
Handguns: gives ground combat to the colonist's
Illegal Music CDs: Make colonists and natives happy
Lerchin Spices: increase joining rate and happyness of amorphous
Emotion Chips: gives happyness to Borg and Bots(???)

Introduce a consumtion if you distribute contraband to planetary
systems, clononists, natives or ship systems.

Maybe this is race dependend

5) Exclude Borg and maybe the Bot from market. But let them take
part if the Borg capture a contraband house base AND a trading house
base and if the Bot capture a contraband or trading house.
6) Maybe the Borg must build an new structure called "assimilation
center" at higher techs which allows him to use the concept of
trading. (Maybe he also must bring captured ships with special
devices to a base with a assimilation center and recycle it and must
asiimilate some colonists of a race that already uses that device to
understand a special devices or special race abilities)

It becomes now more and more exotic but my mind plays crazy:

7) Introduce a stock market:
(a) introduce a new building called "Inc. center" at higher techs.
(b) at a amount of say 10,000mc and 1,000,000 colonists the base can
form to an Incorporation by an initial transfer of 10,000mc to the
galactical bank.
And introduce a stock count number for that base.
(C) After this 25% of the stocks are automatically offered on the
market and 90% remains on the Inc. base.Inc. center itself can offer
max. 750 stocks at a price at your will on the market. Also you can
buy your stocks back.
(d) The state of Inc. doubles the all abilities of that
base(scanning, taxing, mining,farming and factories, smelter,special
buildings,etc, money producing ship over the base) for the first
2,000,000 colonists. Then it falls.
increase_factor=(col+2mill.)/(4*col). So there is a need to build
severals Inc. bases.
(e) If someone buys for example buys 40% of all the stocks of the
Inc. bases then he gets 20% of the total cash income of that bases
(inclusive selling income and gc income and money producing ships over
the base).
(f) For every 1,000 colonists bases can offer one more stock.
(g) If someone have a base stock count of 1500 and removes colonists
from 1,500,000 to 1,000,000 then the income of this bases is
falling to 1/1,5=66% of the normal (without Inc. state), looses the
doubled abilities and all his colonists become unhappy.
(h) If someone gets have stocks that are 51% of the emitted stocks of
a single Inc. base then you see that base. At 75% the base change
owner ship.
(i) if the Inc. base is destroyed all stocks vanish.
(j) if the Inc. base is given away nothing serious happens.
(k) if a base is destroyed where you have bought stocks then the
stocks are transferred to the next base with a trading center. If
there is no trading center then they are transefered to the base
with the lowest ID (HW) as untradable stocks as soon you have a
trading center there.
(l) Also exclude Borg and Bot from market and from forming an Inc.
center on their own. But let them take part if they capture these
buildings. The Borg should have build his assimilation center to
understand the stock market.

So now its enough.

GFM GToeroe
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 6) Posted: Tue Apr 04, 2006 12:54 pm
Post subject: Re: Other uses for Contraband [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

If new rules for Contraband cause serious issues with races that get
free contraband, it would be fairly easy for those races to get bonus
MC instead.

Prices are no longer nearly as volatile as previously was the case. In
turn 54 of the game I am in, only one type is over 10MC, and many of
the rest are below 5MC. Randomly giving the Rebel between 2 and 10 MC
per kt of contra they would have generated could be fair.

Your contra market would limit total contra in the game to what is
lying on the planets at the start of the game (if you can only buy
something someone else has picked up and is willing to sell), with the
only increase coming about from Worm production and whatever gets
generated by Rebels, etc. If the price was inversely related to
availability (less available means higher cost), the Spice price would
quickly crash, becoming so common as to be of minimum worth, making
worm collecting a fairly useless pasttime.
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soxee

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Since: Feb 28, 2005
Posts: 150



(Msg. 7) Posted: Tue Apr 04, 2006 2:10 pm
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Here's my idea; Get rid of contra totally. It is not needed in the game
and will only be a bone of contention if it remains in. If it is
removed either play around with city and tax income per race to find
acceptable incomes or adjust ship,parts, fighters, and mech costs. I
got no idea why contra is that crucial to the game anyway. I realise
this would affect some natives but these can be adjusted to more stable
outputs.
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Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 8) Posted: Tue Apr 04, 2006 3:42 pm
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I think the contraband are fine the way it is, and would add
micro-management to have a real market clone, and more important thing
need to be done by tim first IMO.

I think many (if not all) of the known bug listed at Tim & wiki site
should be fixed first, Client should be improved :Full control quick
build, fix and improve ship group.

Improve VCR. (new movement, no more circling around)

Balance / Tweak races.

Have all the bmp customizable.

Lord Lancelot
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GFM GToeroe

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Since: Jul 28, 2005
Posts: 196



(Msg. 9) Posted: Wed Apr 05, 2006 2:55 pm
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Amaranthine wrote:

>
> Your contra market would limit total contra in the game to what is
> lying on the planets at the start of the game (if you can only buy

One could think that if one underestimate the effect of virtual agents.
That would ensure sufficient availability.

> something someone else has picked up and is willing to sell), with the
> only increase coming about from Worm production and whatever gets
> generated by Rebels, etc. If the price was inversely related to
> availability (less available means higher cost), the Spice price would
> quickly crash, becoming so common as to be of minimum worth, making

This would not the case if the usage of the inner value is connected
with a adequate consumption.

How do you think about this?

GFM GToeroe
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GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 10) Posted: Wed Apr 05, 2006 2:55 pm
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Lord Lancelot wrote:


>
> Improve VCR. (new movement, no more circling around)

Expect that circling is needed.

The topology of the combat zone (rotational symmetry and boundedness)
let circling appear as a natural movement pattern.

You certainly mean the obvious pathologies which come along the current
algorithms.

But the doctor is on the way.

GFM GToeroe
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