Search found 60 matches

by Tsenzouken
Fri Jul 25, 2008 11:39 am
Forum: Top Priority Game Design
Topic: Design: Detection and Visibility
Replies: 76
Views: 52083

Re: Design: Detection and Visibility

Actually that makes more sense!
by Tsenzouken
Thu Jul 24, 2008 10:01 pm
Forum: Other Game Design
Topic: Maintenance Resource
Replies: 17
Views: 3623

Re: Maintenance Resource

Actually I'd be fine with it requiring industry or production, although I think production does make more sense (was in a hurry)

Using industry to scrap was simply a reason why clicking scrap should not give you extra production (IND+MIN), I agree that going directly to mineral storage would be best.
by Tsenzouken
Thu Jul 24, 2008 9:58 pm
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10480

Re: Ship Experience / Crew Experience

If it's too simply we end up with SpaceRisk... Which iirc has already been done.
by Tsenzouken
Wed Jul 23, 2008 7:55 am
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10480

Re: Ship Experience / Crew Experience

Re: comments * Crew Experience Meter - This is IT or Imperial Training level. * Ship Level - This is (SH+AB+IT)*FR * Experience Gain - This would be represented by most experience in a battle going to MME rather than ship honors or fleet xp, which is what I was getting at. :) * Experience Loss - As ...
by Tsenzouken
Wed Jul 23, 2008 7:49 am
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10480

Re: Ship Experience / Crew Experience

Actually, it's only 3 ways of getting experience, and the mechanics are painfully simple. They only SEEM complicated because it's a comparatively sophisticated way of modeling it that allows for species differences. XP gain for everyone is based on mission difficulty vs mission success. (Idea re: Ro...
by Tsenzouken
Wed Jul 23, 2008 7:31 am
Forum: Top Priority Game Design
Topic: Design: Detection and Visibility
Replies: 76
Views: 52083

Re: Design: Detection and Visibility

I have no problem with seeing all stars on the galaxy map. As long as you can't see their planets. (agreed, at least not without very sophisticated tech) However, maybe it would be possible to hide the colour of a star until you are within detection range, as all you know is their is a mass there. ...
by Tsenzouken
Wed Jul 23, 2008 4:54 am
Forum: Story
Topic: Xelytia
Replies: 9
Views: 2881

Re: Xelytia

Love the concept. Minor questions/nags: -- If the small ones are immune but attempts to fake being small fail, this says something about the predators. Are they also intelligent? Are they true parasites? How quickly do they kill an adult Xelytian? Wouldn't the parasites just rip holes in the smaller...
by Tsenzouken
Wed Jul 23, 2008 4:36 am
Forum: Top Priority Game Design
Topic: Design: Detection and Visibility
Replies: 76
Views: 52083

Re: Design: Detection and Visibility

Physics? Unless there is something physically blocking or redirecting the light a star gives off, its spectral class (and therefore temperature and mass) can easily be determined. Distance is irrelevant as a factor unless light from a new star has not yet had time to reach the point of observation. ...
by Tsenzouken
Wed Jul 23, 2008 4:28 am
Forum: Other Game Design
Topic: Spies
Replies: 13
Views: 2012

Re: Spies

Exactamundo! =)
by Tsenzouken
Wed Jul 23, 2008 4:26 am
Forum: Other Game Design
Topic: Maintenance Resource
Replies: 17
Views: 3623

Re: Maintenance Resource

Perhaps if I provide a visual example of what I mean, things will be clearer. Resources.PNG If your military maintenance exceeds the amount of excess production you have, it is then subtracted from your 'actual' industrial production. Also, scrapping ships should never directly give you industrial c...
by Tsenzouken
Wed Jul 23, 2008 3:27 am
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10480

Re: Ship Experience / Crew Experience

Well I think 1. the Only Manipulation of experience should be at the empire level. (no matter how many 'pools/locations' of xp there are) 2. if xp moves between these pools its VERY reasonable to have a ship accumulating experience for 1500 years, that experience is constantly flowing to and from th...
by Tsenzouken
Tue Jul 22, 2008 10:07 am
Forum: Other Game Design
Topic: Maintenance Resource
Replies: 17
Views: 3623

Re: Maintenance Resource

Actually [directed to BigJoe5] slowing down industrial production as a consequence of using it makes perfect sense--so long as it is limited to reasonable and believable levels. This is of course one of the DAFRAs. (Dreaded and Forbidden Realism Arguments.) Although personally, I think realism argum...
by Tsenzouken
Mon Jul 21, 2008 11:20 am
Forum: Off-Topic
Topic: Can anyone tell me their experiences with Eurail or Railpass
Replies: 6
Views: 4014

Re: Can anyone tell me their experiences with Eurail or Railpass

Spent ~2.5 years in Germany... Train system is very good. Look over the deals carefully, you can often visit a bunch of places very cheaply if you plan right. As far as language, just keep at it. Don't be afraid to ask how to say things, they usually take it with good grace because you care enough t...
by Tsenzouken
Mon Jul 21, 2008 11:16 am
Forum: Strategy Games
Topic: X4 = dead?
Replies: 43
Views: 40858

Re: X4 = dead?

In my opinion, it is the pace of development.

Developers can have the best plans in the world, but once the marketing people start breathing down their necks about having the product ready to make money NOWNOWNOW all the planning in the world won't help a whit.

That's why MoO3 was such a letdown.
by Tsenzouken
Mon Jul 21, 2008 11:05 am
Forum: Other Game Design
Topic: Re: Combat: When to Fight?
Replies: 5
Views: 2091

Re: Combat: When to Fight?

Thought I'd poke my nose in here before I sleep. What about a pure sandbox? Let the player spawn ships as he wills, give them over to AI etc. It would be interesting to be able to have an "approximate" design for enemy vessels, and be able to name them. That would be cool because you could...