Search found 97 matches
- Wed Apr 26, 2006 8:36 am
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4842
You are right, thinks don't get cheaper we just produce more, but if you have no ships alike it becomes more complicated to maintain them (keeping a stock of spareparts) as if they were all alike. That is why I suggested to make maintainace cheaper for ships that are very common in you Empire. For E...
- Fri Apr 21, 2006 12:22 pm
- Forum: Other Game Design
- Topic: Multiple game modes (pseudo-KISS)
- Replies: 2
- Views: 1672
- Fri Apr 21, 2006 12:17 pm
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10734
I think the disadvantage should be weak armour. So yeah, they explode in a flurry of blood and guts :) All right, that is a gross part of organic ships that wont get away :wink: But low armor is only important if it is imporatant in battle, so this should be somewat significant ... although I don't...
- Thu Apr 20, 2006 1:48 pm
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10734
Why not Mutate the DNA? :D Instead of upgrading an Organic ship you could simply feed it a mutagen that would cause it to turn into the newer ship. I try to look from the gamplay perspective where there have to be advantages and disadvantages. If there are only advantages there will only be Organic...
- Thu Apr 20, 2006 7:37 am
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10734
- Wed Apr 19, 2006 12:06 pm
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10734
- Wed Apr 19, 2006 7:51 am
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10734
- Tue Apr 18, 2006 6:32 pm
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10734
- Fri Apr 14, 2006 12:19 pm
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4842
Prototyping
I like the idea of taking x% of the building cost as Maintainance. You could add some fawour if you make the ships less expensive with every one you build. See it as a Prototype. The first ship is expencive, but then you know how to build it and have the infrasturcture, so the next one will be cheap...
- Thu May 26, 2005 6:23 pm
- Forum: Other Game Design
- Topic: Religion
- Replies: 39
- Views: 8493
- Wed May 18, 2005 11:13 am
- Forum: Other Game Design
- Topic: Instead of designing ships: design fleets
- Replies: 21
- Views: 4835
I like the idea of simple ships. I would like to create ships specifying only size, desired behaviour, 2 kinds of weapon it specialices (between beam, missile, figthers, torpedos, bombs and assault troops). Maybe also armor, shields and engines but have them by default on max. That would be identic...
- Mon May 09, 2005 1:22 pm
- Forum: Other Game Design
- Topic: XML downside
- Replies: 31
- Views: 8087
just a little qustetion: who is edition the tech.xml anyway? I suppose I can't simply add some tech to the file, simply because i like it, there aught to be some restrictions on that way, arn't there? :?: So then the otehr question must be who ist chnging that file and under which condition, and wha...
- Mon May 09, 2005 6:36 am
- Forum: Other Game Design
- Topic: artificial starlanes
- Replies: 11
- Views: 2463
The most useful / desirable shortcut would be between two adjacent systems that could be, but just happen to be not connected... so that instead of a one or two turn movement, you've got to go around a big loop and it takes 8 or 10 turns to get where you're going. After some thinking this seems rig...
- Fri May 06, 2005 2:09 pm
- Forum: Other Game Design
- Topic: artificial starlanes
- Replies: 11
- Views: 2463
I figured that player-created starlanes would have to lie on the same potential starlane pathes as the ones at the start of the game: the lines of the Delauney triangulation. This would ensure that no crossed lanes occur. This would mean, that the player can't choose the start-/end-star freely acco...
- Fri May 06, 2005 1:57 pm
- Forum: Other Game Design
- Topic: The Basics of Ship Combat
- Replies: 100
- Views: 18711
Sigh, one thing I don't like about these indirect control systems is that the AI has to be good, otherwise I'm gonna want to step in and takeover, cause the AI is doing a bad job. Also if it's mean't to be simple conbat in this thread, then does the AI come under simple, no probably not. Exactly my...