Search found 7 matches

by The Dave
Wed Dec 24, 2008 6:46 am
Forum: Design Archive
Topic: Design: Battle Math
Replies: 62
Views: 34014

Re: Design: Battle Math

^ That's fine, and sorry for missing the facing issue, I did read the design doc although apparently not flawlessly. I understand the need for simplicity but if you're programming every game mechanic to maximize parsimony that does run the risk of creating shallow gameplay. In RTS games that focus e...
by The Dave
Wed Dec 24, 2008 3:22 am
Forum: Other Game Design
Topic: Fighters
Replies: 35
Views: 3195

Re: Fighters

Just to clarify, will you be able to design your own fighters in the game? Because I was definitely missing that from MoO2 in a big way.
by The Dave
Wed Dec 24, 2008 3:16 am
Forum: Other Game Design
Topic: Different starting setups...
Replies: 1
Views: 594

Different starting setups...

So I played FO a little bit and was not surprised to start off with a homeworld, 2 scouts, and 1 colony ship. It is based on Orion, and virtually every 4X game starts more or less like that. But I've had a thought for a while about how to create a game that could be played in drastically different w...
by The Dave
Wed Dec 24, 2008 2:57 am
Forum: Design Archive
Topic: Design: Battle Math
Replies: 62
Views: 34014

Re: Design: Battle Math

how do ships take and keep track of damage, what determines how powerful a weapon is and how much damage it can do, what do shields and armour do for ships, etc. [/quote]I'll start off with a nice provocative statement: I don't like the battle math that is being proposed in most of the thread. The ...
by The Dave
Wed Dec 24, 2008 1:48 am
Forum: Audio
Topic: Overall Audio Themes and Strategy
Replies: 20
Views: 15572

Re: Overall Audio Themes and Strategy

I'm very new here so I'm not sure if it's fair for me to make a criticism like this already, but I find that a lot of games that have strong space themes, particularly space strategy games suffer from going too far for immersion in their music. I know immersion is important, but a lot of the music i...
by The Dave
Wed Dec 24, 2008 12:49 am
Forum: Other Game Design
Topic: Ideas for balancing weapons vs widgits.
Replies: 10
Views: 1707

Re: Ideas for balancing weapons vs widgits.

^ I like the idea of being able to adjust hull armor, although I was given a good piece of advice for a game I was working on a while ago: People like having options as long as there are 3 or less. If there was a light/standard/heavy armor configuration that allowed a bit of flexibility in that regi...
by The Dave
Tue Dec 23, 2008 9:44 pm
Forum: Other Game Design
Topic: Ideas for balancing weapons vs widgits.
Replies: 10
Views: 1707

Re: Ideas for balancing weapons vs widgits.

The idea of power distribution is similar to something I came up with. My reasoning was that it would be a check against a late MoO 2 strategy of just loading up the ship with nothing but autofire Disruptors (or Plasma Cannons or whatever gun you felt was the best) and actually getting a brilliant d...