Search found 60 matches
- Fri Jul 25, 2008 11:39 am
- Forum: Top Priority Game Design
- Topic: Design: Detection and Visibility
- Replies: 76
- Views: 52355
Re: Design: Detection and Visibility
Actually that makes more sense!
- Thu Jul 24, 2008 10:01 pm
- Forum: Other Game Design
- Topic: Maintenance Resource
- Replies: 17
- Views: 3646
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.
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.
- Thu Jul 24, 2008 9:58 pm
- Forum: Other Game Design
- Topic: Ship Experience / Crew Experience
- Replies: 93
- Views: 10514
Re: Ship Experience / Crew Experience
If it's too simply we end up with SpaceRisk... Which iirc has already been done.
- Wed Jul 23, 2008 7:55 am
- Forum: Other Game Design
- Topic: Ship Experience / Crew Experience
- Replies: 93
- Views: 10514
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 ...
- Wed Jul 23, 2008 7:49 am
- Forum: Other Game Design
- Topic: Ship Experience / Crew Experience
- Replies: 93
- Views: 10514
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...
- Wed Jul 23, 2008 7:31 am
- Forum: Top Priority Game Design
- Topic: Design: Detection and Visibility
- Replies: 76
- Views: 52355
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. ...
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...
- Wed Jul 23, 2008 4:36 am
- Forum: Top Priority Game Design
- Topic: Design: Detection and Visibility
- Replies: 76
- Views: 52355
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. ...
- Wed Jul 23, 2008 4:28 am
- Forum: Other Game Design
- Topic: Spies
- Replies: 13
- Views: 2014
Re: Spies
Exactamundo! =)
- Wed Jul 23, 2008 4:26 am
- Forum: Other Game Design
- Topic: Maintenance Resource
- Replies: 17
- Views: 3646
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...
- Wed Jul 23, 2008 3:27 am
- Forum: Other Game Design
- Topic: Ship Experience / Crew Experience
- Replies: 93
- Views: 10514
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...
- Tue Jul 22, 2008 10:07 am
- Forum: Other Game Design
- Topic: Maintenance Resource
- Replies: 17
- Views: 3646
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...
- Mon Jul 21, 2008 11:20 am
- Forum: Off-Topic
- Topic: Can anyone tell me their experiences with Eurail or Railpass
- Replies: 6
- Views: 4021
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...
- Mon Jul 21, 2008 11:16 am
- Forum: Strategy Games
- Topic: X4 = dead?
- Replies: 43
- Views: 41344
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.
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.
- Mon Jul 21, 2008 11:05 am
- Forum: Other Game Design
- Topic: Re: Combat: When to Fight?
- Replies: 5
- Views: 2095
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...