From the reserve power section of Star Fleet Battles rulebook:
Over in the June topics, a discussion started up regarding complexity vs. depth. I personally agree that depth and complexity aren't the same, but they sure are strongly linked.
I would say a game is deep if the game has a lot of strategies that can work. That doesn't have to be some overall strategy for the game, it can be strategies found down in various subsystems for the game. Perhaps three games have sword crafting systems. In one system, you just get the recipe, put in the materials it says, and out comes the sword as specified. In the second, you can replace the iron with star iron, which makes a much better sword - but you've only got so much star iron, so it might be better used in a recipe you find later. The third also has the star iron choice, but the star iron becomes plentiful in Act 3, and even gets replaced by true iron in Act 5. The second game is clearly the deeper game because you've got a real choice to make. The third game is roughly as deep as the first because, in the third game, the replacement of materials isn't a proper choice, it's just a way for the developers to correct for inflation by making the statistics better.
But to have those extra choices, I think you've got to have extra complexity. Maybe the complexity is easy to understand and maybe it's hard, but there's got to be more. The only way I can see making a game deeper and lowering the complexity would be to take some complex system out that doesn't add a lot of strategies and putting in an easier-to-understand system that adds quite a few more. Overall, though, games with more depth are very likely to be more complex as well.
That's what I say, anyway. Is that how you folks are thinking of all this? Perhaps... wait a minute, what's the point of this paragraph? To give you permission to disagree? HA! Pound away.
SFB is as complex as you can make a game and still be commercially viable, IMHO. I would also say it's the deepest game I know, too. X4 is the most complex and the deepest video game I know about, though I wouldn't be shocked if EVE and/or Dwarf Fortress beat it. Both of those are extremely complex, too.H7.34 Shields: Reserve power can be used to raise or reinforce shields under certain conditions.
H7.341 Reserve power can be used to raise shields after a transporter action has been declared and before it is resolved (G8.23).
H7.342 Reserve power can be used to reinforce a specific shield (D3.342) even after damage is scored (i.e., the number of damage points is known) on that specific shield and before the damage is applied (H7.134). It cannot be used to raise them (H7.345) in this case.
H7.343 Reserve power can be used to provide general reinforcement (D3.341) after a transporter action is declared or completed (G8.23). Note that this can be done only in increments of two energy points.
Over in the June topics, a discussion started up regarding complexity vs. depth. I personally agree that depth and complexity aren't the same, but they sure are strongly linked.
I would say a game is deep if the game has a lot of strategies that can work. That doesn't have to be some overall strategy for the game, it can be strategies found down in various subsystems for the game. Perhaps three games have sword crafting systems. In one system, you just get the recipe, put in the materials it says, and out comes the sword as specified. In the second, you can replace the iron with star iron, which makes a much better sword - but you've only got so much star iron, so it might be better used in a recipe you find later. The third also has the star iron choice, but the star iron becomes plentiful in Act 3, and even gets replaced by true iron in Act 5. The second game is clearly the deeper game because you've got a real choice to make. The third game is roughly as deep as the first because, in the third game, the replacement of materials isn't a proper choice, it's just a way for the developers to correct for inflation by making the statistics better.
But to have those extra choices, I think you've got to have extra complexity. Maybe the complexity is easy to understand and maybe it's hard, but there's got to be more. The only way I can see making a game deeper and lowering the complexity would be to take some complex system out that doesn't add a lot of strategies and putting in an easier-to-understand system that adds quite a few more. Overall, though, games with more depth are very likely to be more complex as well.
That's what I say, anyway. Is that how you folks are thinking of all this? Perhaps... wait a minute, what's the point of this paragraph? To give you permission to disagree? HA! Pound away.