Design Objectives
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Whilst we do not yet have much theorizing put down on paper I thought now would be a good point to make a first step. Namely while we can redesign a lot of fundamental systems, what do we want to achieve with FWURG 2.0? Not necessairly in terms of current systems that we are not happy with but on a high level what are the goals we want to achieve with a rework, so that when discussing specific changes or ideas you can weigh them using some sort of criteria.
My ideas for what could be achieved with the rework:
A lower entry barrier for new players, both in general and for the creation of economies/systems:
Currently it's quite hard to build a system/join fwurg due to all the changes that have been made over time and the spread out information/the sheer amount of choices.
One of the things I noticed some confusion about was what parts of fwurg required an economy/fully worked out system. I don't think this is very unclear or the current system is wrong but it could use some clear reiteration.
Rework the economy to encourage easier trade/more communicaton/less lock in:
The current product and raw material system means that a faction that produces say
and related products has a hard time delivering anything but more completed products that makes say
related products.
More meaningful less numeric economic choices:
There are currently quite a few cool choices for economies, such as specializing planets, but one of the ideas was to create fewer economic decision points in the form of less zones, but having those choices be more meaningful. There would be less points such as zone completions, but the ones you do get are more impactful.
Rescaling FWURG to single planets:
The star wars universe takes place on single planets with comparatively little activity in the rest of a solar system. We want to rescale FWURG to be about a single planet per system, with the rest of the system having impact on that planet, as well as put bonuses in the positioning of zones on a planet relative to other zones. This point is strongly related to the economic choices.
I have left the fleet changes and sector changes out as those can be done independently and have already started in another thread.
I do not claim to have en exhaustive list or to have a correct list, I just wanted to open up a thread for discussion about design goals and objectives.
My ideas for what could be achieved with the rework:
A lower entry barrier for new players, both in general and for the creation of economies/systems:
Currently it's quite hard to build a system/join fwurg due to all the changes that have been made over time and the spread out information/the sheer amount of choices.
One of the things I noticed some confusion about was what parts of fwurg required an economy/fully worked out system. I don't think this is very unclear or the current system is wrong but it could use some clear reiteration.
Rework the economy to encourage easier trade/more communicaton/less lock in:
The current product and raw material system means that a faction that produces say
and related products has a hard time delivering anything but more completed products that makes say
related products.More meaningful less numeric economic choices:
There are currently quite a few cool choices for economies, such as specializing planets, but one of the ideas was to create fewer economic decision points in the form of less zones, but having those choices be more meaningful. There would be less points such as zone completions, but the ones you do get are more impactful.
Rescaling FWURG to single planets:
The star wars universe takes place on single planets with comparatively little activity in the rest of a solar system. We want to rescale FWURG to be about a single planet per system, with the rest of the system having impact on that planet, as well as put bonuses in the positioning of zones on a planet relative to other zones. This point is strongly related to the economic choices.
I have left the fleet changes and sector changes out as those can be done independently and have already started in another thread.
I do not claim to have en exhaustive list or to have a correct list, I just wanted to open up a thread for discussion about design goals and objectives.
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Mercury - Storyteller
I'd like to add three design objectives:
Make it easier to create automated tools to handle certain aspects - this to benefit the programmers. That means that while exceptions should still be possible, we should avoid complex side-systems like the Lagrange Point Conduit Stations. This also benefits the other objectives
Keep the flexibility and the option to create your own things that we have in Fwurg right now, possibly enhance upon it (which conflicts to some degree with the previous idea ^_^)
Keep the amazing depth of fluff we have created and allow us to keep cool characters and things we've grown to like, even if the stats of them may change.
Make it easier to create automated tools to handle certain aspects - this to benefit the programmers. That means that while exceptions should still be possible, we should avoid complex side-systems like the Lagrange Point Conduit Stations. This also benefits the other objectives
Keep the flexibility and the option to create your own things that we have in Fwurg right now, possibly enhance upon it (which conflicts to some degree with the previous idea ^_^)
Keep the amazing depth of fluff we have created and allow us to keep cool characters and things we've grown to like, even if the stats of them may change.
My 2 cents:
I think that an ease of play improvement could be simpler turns. Instead of the course in accounting that it is right now. I put this under more meaningful less numeric economic choices.
I think that an ease of play improvement could be simpler turns. Instead of the course in accounting that it is right now. I put this under more meaningful less numeric economic choices.
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Dragonmaster352 - Storyteller
I generally agree with these ideas, with the exception of rescaling to a single world.
I realize that, yes, this is more in line with the star wars setting we have going but after some consideration I have concluded I want to decentralize my faction more, especially in FWURG 2.0. Currently I have my faction spread across two planets in my system, at the very least I want to expand this to a third planet (though if that will happen in this version of FWURG remains to be seen). Reducing to a single planet would not only go against what I want with the Astrian Colonial Authority, but also against what I believe they would do IC.
Now there are ways to work around that, for example a special (
), and I am ok with that, though I am unsure what kind of penalties/benefits that would provide.
I also have some other ideas that may be interesting for FWURG 2.0 but will post those at a later time.
I realize that, yes, this is more in line with the star wars setting we have going but after some consideration I have concluded I want to decentralize my faction more, especially in FWURG 2.0. Currently I have my faction spread across two planets in my system, at the very least I want to expand this to a third planet (though if that will happen in this version of FWURG remains to be seen). Reducing to a single planet would not only go against what I want with the Astrian Colonial Authority, but also against what I believe they would do IC.
Now there are ways to work around that, for example a special (
), and I am ok with that, though I am unsure what kind of penalties/benefits that would provide.I also have some other ideas that may be interesting for FWURG 2.0 but will post those at a later time.
Dragonmaster352 wrote:I realize that, yes, this is more in line with the star wars setting we have going but after some consideration I have concluded I want to decentralize my faction more, especially in FWURG 2.0. Currently I have my faction spread across two planets in my system, at the very least I want to expand this to a third planet (though if that will happen in this version of FWURG remains to be seen). Reducing to a single planet would not only go against what I want with the Astrian Colonial Authority, but also against what I believe they would do IC.
First off, that's not a design objective; thats a critique on a design objective :P
Note that there is a big difference between "how the rules work out for your economics" vs "how your world is organized." Having a set of rules that focus all the economics (i.e. zones) onto a single planet does not prohibit you from stating in your faction's fluff that your population is busy colonizing everything they can colonize. We don't even have any rules set up that have anything to do with population at all... Hypothetically speaking, the new rules might even feature colonisation as an option directly from the start—just in a different way than the current "get more zones everywhere" manner.
I'd like to add the following:
Make it so that the smaller and newer players can meaningfully contribute to the Union economy. Preferably by making it so that the smaller economics can do some things that the larger players cannot or will not do. This gives new players an immediate "in" into the economy, instead of making them obsolete the moment they start playing.
Make it so that the smaller and newer players can meaningfully contribute to the Union economy. Preferably by making it so that the smaller economics can do some things that the larger players cannot or will not do. This gives new players an immediate "in" into the economy, instead of making them obsolete the moment they start playing.
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