Search found 7 matches
- Wed Dec 24, 2008 6:46 am
- Forum: Design Archive
- Topic: Design: Battle Math
- Replies: 62
- Views: 45259
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...
- Wed Dec 24, 2008 3:22 am
- Forum: Other Game Design
- Topic: Fighters
- Replies: 35
- Views: 4728
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.
- Wed Dec 24, 2008 3:16 am
- Forum: Other Game Design
- Topic: Different starting setups...
- Replies: 1
- Views: 853
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...
- Wed Dec 24, 2008 2:57 am
- Forum: Design Archive
- Topic: Design: Battle Math
- Replies: 62
- Views: 45259
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 ...
- Wed Dec 24, 2008 1:48 am
- Forum: Audio
- Topic: Overall Audio Themes and Strategy
- Replies: 20
- Views: 20542
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...
- Wed Dec 24, 2008 12:49 am
- Forum: Other Game Design
- Topic: Ideas for balancing weapons vs widgits.
- Replies: 10
- Views: 2428
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...
- Tue Dec 23, 2008 9:44 pm
- Forum: Other Game Design
- Topic: Ideas for balancing weapons vs widgits.
- Replies: 10
- Views: 2428
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...