Search found 26 matches
- Mon Sep 18, 2006 7:32 pm
- Forum: Other Game Design
- Topic: Random events questions and some ideas
- Replies: 27
- Views: 5029
Not sure where I remember this from
But one game had the concept of frontier worlds (emphasis on growth and development), border worlds (high defenses), and core worlds (emphasis on research and large projects)
- Wed Sep 13, 2006 9:49 pm
- Forum: Design Archive
- Topic: Space combat: next steps
- Replies: 28
- Views: 27499
I like the idea of the ship shapes as well
I had thought of something like that as well, but I was thinking of it more from the propulsion and detection/defense capabilities. Ships with a narrow design will be harder to detect and hit, but will not use space as effeciently. The spherical ships will have the maximum space (great for dreadnoug...
- Mon Sep 11, 2006 8:20 pm
- Forum: Other Game Design
- Topic: Lightspeed & Combat (Range)
- Replies: 4
- Views: 1732
Solar system wide defense and range/timeframe
I am a big advocate of varying the timeflow so that we can keep the rate of travel consistence, but still keep the play moving along. This allows for combat across an entire solar system, and for weapons effects moving at LS to to be essentially ignored. I think the only faster than LS movement shou...
- Thu Sep 07, 2006 10:22 pm
- Forum: Design Archive
- Topic: Space combat: next steps
- Replies: 28
- Views: 27499
Think of it as templates of defaults
The actions should be able to be overidden at any time, but if the play choses not to (s/he think the set-up will work), then they can let fly. In games like Baldur's Gate and that ilk, you can set very limited versions of this where the template sets the formation, and the default weapons. The idea...
- Thu Sep 07, 2006 8:15 pm
- Forum: Other Game Design
- Topic: Carriers?
- Replies: 13
- Views: 2599
I'm all about the Carriers
I think Carriers are a key element in large scale air superiority/naval style warfare. The ability to have many small fighter/bombers which can attack/intercept keeps the fleet safe and adds a huge firepower and tactical advantage to the fleet which uses them. I agree the fighter and bombers should ...
- Sun Sep 03, 2006 10:03 am
- Forum: Other Game Design
- Topic: AI behaviors
- Replies: 33
- Views: 6460
I like the idea
It would be nice to have spies reporting info on disinformation campaigns by other races. Knowing what they are lying about tells what is important to them, since they are lying about it. If they lie about productivity, or farming output, then they may have a weakness there, or they may be growing f...
- Sun Sep 03, 2006 9:56 am
- Forum: Other Game Design
- Topic: Uplift
- Replies: 44
- Views: 9366
Oh, I agree
Just so long as a megolamaniacal Warlord from several centuries ago doesn't get ahold of it and misuse it.
- Sun Sep 03, 2006 9:53 am
- Forum: Other Game Design
- Topic: planet balancing
- Replies: 35
- Views: 7927
Thanks, I did
It is a definite improvement. Though I did still generate (on the first try tonight, haven't tried any more yet) several systems with 2+ terran planets. I guess I am expecting something more like MOOII, with more Barren planets. Does that seem unrealistic/unreasonable? I don't know if makes that muc...
- Sun Sep 03, 2006 5:10 am
- Forum: Other Game Design
- Topic: planet balancing
- Replies: 35
- Views: 7927
Thanks, I will play around with it
I wasn't sure how far this had been taken. I will be glad to twiddle with it and see if I can get something that seems right and share it for input.
- Sun Sep 03, 2006 4:41 am
- Forum: Other Game Design
- Topic: Galactic News
- Replies: 22
- Views: 5230
I would like to second Impaler's idea
Whether or not it is animated isn't important to me. But having the tabs for organizing the reports and having that info would be great. I think that if the info comes from races you have not met yet, then it should be less reliable, and/or cost money/PP/RP or something to get.
- Sun Sep 03, 2006 4:26 am
- Forum: Other Game Design
- Topic: AI behaviors
- Replies: 33
- Views: 6460
AI Knowledge
I don't think the AI, just like the other players, should have special knowledge of the players assets and movements. I think that knowledge of technologies, ships, their capabilities, locations, movements, or just about anything else. I think that sensors should allow one to estimate ship mass, pow...
- Sun Sep 03, 2006 3:48 am
- Forum: Other Game Design
- Topic: planet balancing
- Replies: 35
- Views: 7927
Hmmm,
Maybe I just need to try running a few more games. But in the 5-10 games I have set-up/played with on the latest version, I have seen a lot of systems with 2 Terran planets (sometimes with one near the inner track and one near the outer track). I have also seen quite a few system with 3+ planets tha...
- Sun Sep 03, 2006 3:27 am
- Forum: Other Game Design
- Topic: Phased Time (aka Simultaneous Turn Based) Space Combat
- Replies: 16
- Views: 6139
This is supposed to be a 'Brainstorming' forum, right?
I was suggesting ideas, things we can pick and chose from. No, I wouldn't want the radar screen as the primary display necessarily (though if type of display Harpoon could be modified by someone to come up with a way to make it look better/zoomable, maybe...). But I don't think the scalable zoom fea...
- Sun Sep 03, 2006 3:19 am
- Forum: Other Game Design
- Topic: Uplift
- Replies: 44
- Views: 9366
Just so long as it works
We don't want another genesis device screw-up, now do we?
- Sun Sep 03, 2006 3:15 am
- Forum: Other Game Design
- Topic: Ships, Fleets, Roles, and Objectives
- Replies: 6
- Views: 2589
I am using standard military (Naval) practice
Because, well, it works. This is not to say that other models should not be supported, but that a model that supports a battle group should be supported. The reasons it works are many and varied, but they are supported by decades of military practice and study. I think that fleets of uniform mid-siz...