Author Topic: Suggestions  (Read 58306 times)

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Ghost_sheep

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Re: Suggestions
« Reply #75 on: February 06, 2009, 02:03:55 PM »
Hey Guys,

Goed spel, echt sUper!

Another idea might be to have a circling moving planet/asteroid more to the center of the map. Better would be even to have it move in an elliptic fashion, so it only 'touches' the asteroid belt at 2 places.

In this way you could load up a couple of hundred seeds when it passes by, then they are useless to you for a while because the planet is out of range of the asteroid belt, and then make a surprise attack in the middle of your enemies colony and frustrate his center.

Or....be crushed immediatly because you didn't know there would be
THAT much nme seedlings  ;D

Ok carry on, make it work!

totally

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Re: Suggestions
« Reply #76 on: February 06, 2009, 05:39:11 PM »
Checkboxes for music and effects. Sometimes I listen to talk radio when playing Dyson and, to be honest, sound effects tend to get a bit annoying. So could you guys put another checkbox to mute the sound effects?


(Seedlings can now be called back to own asteroid. Nice.)

Candlejack

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Re: Suggestions
« Reply #77 on: February 07, 2009, 01:26:37 AM »
I have another idea for the overpopulation problem. Some seedlings slowly lose their color and slow down on overpopulated asteroids. When they lose all of their color, they lifelessly orbit the asteroid until some seedlings leave(then they start to thaw). All frozen seedlings become the color of the light that thawed them so your frozen army might become your enemies. Also, impenetrable bases set up in corners could be solved by having "lantern seedlings" that can carry swarms across long distances.

crazeh.monkeh

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Re: Suggestions
« Reply #78 on: February 07, 2009, 01:59:22 PM »
I have another idea for the overpopulation problem. Some seedlings slowly lose their color and slow down on overpopulated asteroids. When they lose all of their color, they lifelessly orbit the asteroid until some seedlings leave(then they start to thaw). All frozen seedlings become the color of the light that thawed them so your frozen army might become your enemies. Also, impenetrable bases set up in corners could be solved by having "lantern seedlings" that can carry swarms across long distances.

I'm not sure how well that would fit in with the rest of the game, but I actually like that a lot... the other idea wasn't bad either. I think you would need a special tree to grow these "lantern seedlings", though


Candlejack

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Re: Suggestions
« Reply #79 on: February 07, 2009, 05:39:43 PM »
I was thinking they could only grow on certain sized trees, and you would have to give up a few seedlings to grow one.

Muffins

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Re: Suggestions
« Reply #80 on: February 08, 2009, 04:58:12 PM »
To solve the problem of seedling routing, why not allow asteroids to combine. Trees grow. Make them grow a bit faster, and don't cap the growth, so that a tree from one asteroid could grow to reach another asteroid. when that happens, the seedlings orbit both asteroids as if it were one non-circular one, and the capacity of the asteroid is increased. The seedlings produced on one asteroid would still have the same qualities of that asteroid, but ones produced on the joining tree would have the average of the two asteroids(or make it so that the joining tree cannot produce asteroids). Eventually you could have large structures built up this way. Enemies could destroy the joining tree, but it would temporarily block their motion through a system(make it a weak link, so that it is still possible to lose once you have one of these structures). The joining tree could even evolve more like a vine once it is on both asteroids, becoming more linear with fewer branches(though more interesting to look at than a single line). In addition, you could set a default part of the combined asteroid for seedlings to orbit by default(similar to a rally point). What do you think?

Alex

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Re: Suggestions
« Reply #81 on: February 09, 2009, 09:19:56 AM »
That is a cool idea Muffins :D Really like it!

Crimsoncow

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Re: Suggestions
« Reply #82 on: February 09, 2009, 10:02:27 PM »
Saw this somewhere on a thread and I thought I could add to it.

Spawn Speed
The basic idea is that the more powerful the seedling is, the slower the spawn.  Spawn speed would be based on the total "points" of the three atributes of the asteroid. 


Muffins

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Re: Suggestions
« Reply #83 on: February 09, 2009, 10:05:10 PM »
I agree, although it should not be that a twice-as-strong seedling takes double the time to spawn, maybe 4/3 the time. Seedling strength does not influence buying cost, so there shouldn't be too much of a slowdown.

Candlejack

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Re: Suggestions
« Reply #84 on: February 10, 2009, 12:26:39 AM »
They grow the same speed because smaller seeds typically exist on small asteroids.
text
The problem is that you can back into a corner and that asteroid becomes untouchable. That idea would fortify asteroids even more. If we had bigger non-circular asteroid fields, then it would work wonderfully.

Edit: Have you thought about making Dyson 3D?
« Last Edit: February 10, 2009, 10:37:10 PM by Candlejack »

Alex

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Re: Suggestions
« Reply #85 on: February 11, 2009, 08:41:13 AM »
I think the game would be far harder to read and to interact with in 3D. Also I can't think of any real benefit to the game design that would arise from doing so. It would be harder to make it look great too, IMO.

flowbot

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Re: Suggestions
« Reply #86 on: February 11, 2009, 09:48:55 PM »
Could we set up a seperate section on the forum for levels, level packs, and level creation? That would be great.

Flowbot

ab aeterno

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Re: Suggestions
« Reply #87 on: February 11, 2009, 10:55:15 PM »
after reading muffins idea I'm really intrigued, but also a bit cautious, since you'd basically be creating a large wall of asteroids linked together; as well, muffins' idea sounds extremely passive. What if the tree roots away from another asteroid?

Why not be able to create bridges from one asteroid to another in the same vein as the trees growing, except you control which asteroid goes to which asteroid (obviously it would have to be in your area of control), and the cost be you giving up so many seedlings, who "become" the bridge? it's basically the same idea, just given a bit more direction imo.

Imo, make the seedling cost 50

Candlejack

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Re: Suggestions
« Reply #88 on: February 12, 2009, 02:03:15 AM »
I don't really see the appeal to it. After all, isn't it just a wall between asteroids that generates seedlings?

ab aeterno

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Re: Suggestions
« Reply #89 on: February 12, 2009, 02:45:44 AM »
well really the benefit of the bridges would be that you'd create an infrastructure with your asteroids and allow seedlings to travel these bridges all the way to the frontlines very quickly, instead of having to send them from one asteroid to another

like, instead of

Seed -----> asteroid ----> asteroid ----> asteroid ----> asteroid

you'd click once and drag your seedlings from one asteroid to another, perhaps all the way across the field, to another asteroid, as long as the two are connected by bridges, so it'd just be

Seed ----> bridged asteroid

I mean, don't you get annoyed carrying individual seeds to frontal asteroids all the way from the back of your colony?


which brings up another idea: if you were to design these bridges, why not create a command allowing us to predetermine where our seedlings are going? like,

Asteroid 1 is at the back, but is bridged to asteroid 2 up front. I designate that 20 seedlings will stay at asteroid 1, while any more that are spawned will automatically go to asteroid 2. Would there be a way for you to create something that would allow us to do that?

'cause that's really the only problem I have with this game is that it takes so long to move my seedlings

plus, with these bridges being used by all the teams, it would create much more intense battlegrounds, you know?
« Last Edit: February 12, 2009, 02:47:44 AM by ab aeterno »