DS3 points - what Jon T gets out of it all and how to realize that best (IMO)

2 posts ยท Apr 9 2002 to Apr 9 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 9 Apr 2002 13:27:32 -0400

Subject: DS3 points - what Jon T gets out of it all and how to realize that best (IMO)

Let's take a step back. Let's think of this from an outside of game
perspective. What does DS3 buy Jon T?

1. An update some of us players will buy. (Small revenue) 2. A chance to
update the game in such a way as to attract more players from Epic,
Microarmour, other places. (Larger revenue, possibly)

So, the new version should probably be as inclusive as possible.

So, how is it likely to be usefully implemented:

Point System (Generic):
---------------------------------

Balansive for one-off games (to the extent any point system ever works)
and strictly descriptive of in-game capabiities, making no reference to
size or weight or capacity or whatever.

This is truly generic and fits any universe and is a reasonable scenario
balance tool as well as a way to get an idea how cross genre comparisons might
work.

Point system is strictly tactical, making no economic assumptions.

Capacity System (Setting Dependent):
---------------------------------

Allows people to make "better" or "worse" designs. Allows people who care to
work out WYSWIG issues. Gives some useful measure for things
like bridges, cargo capacity/consumed space, etc.

This is setting specific (depends on tech level, describes a given tech
level, describes a series of assumptions about physics/construction
doctrine, etc).

Makes no economic assumptions nor assumptions about combat value.

One of these capacity systems would be provided for the "default GZGverse".
Similarly, one could also provide settings for "WW2", "Modern", "Hammer's
Slammers", "etc"

Economic Points (Setting Dependent):
-------------------------------------

Allows people to make "better" or "worse" designs. Allows people to play
campaigns. Allows differentiation between living in the colonies and at the
homeworld.

This is setting specific (depends on tech level, describes that level,
describes assumptions about production technologies, etc.)

Makes no arguments about vehicle design or relative tactical value.

One of these capacity systems would be provided for the "default GZGverse".
Similarly, one could also provide settings for "WW2", "Modern", "Hammer's
Slammers", "etc"

End Result:

From: Brian Bell <bkb@b...>

Date: Tue, 9 Apr 2002 13:37:38 -0400

Subject: RE: DS3 points - what Jon T gets out of it all and how to realize that best (IMO)

You forgot: 3) Make transition to and from Stargrunt, FMA Skirmish, and Full
Thrust easier.

I agree with you, Tomb, on your other points.