Search found 38 matches
- Wed Jun 17, 2009 3:19 pm
- Forum: Other Game Design
- Topic: Capturing ships, disabling ships, immobilizing ships.
- Replies: 40
- Views: 7030
Re: Capturing ships, disabling ships, immobilizing ships.
I believe that ships will be issued orders on a group basis - preventing micromanagement in combat would certainly be an objective of this project. =)
- Sun Jun 14, 2009 11:26 pm
- Forum: Scripting & Balancing
- Topic: Supply Ships
- Replies: 18
- Views: 3960
Re: Supply Ships
I also think this would be better to abstract out. Just assume that the current fuel range limit already represents something like this. More likely, we'll make all ships very slowly regenerate fuel, so that after 10 turns or so, you have enough extra fuel to make a single jump, which should let the...
- Wed Jun 03, 2009 6:40 pm
- Forum: Other Game Design
- Topic: Fast Tech
- Replies: 13
- Views: 3350
Re: Fast Tech
Personally, I'm quite glad that there are no plans for something like miniaturisation. When it was used in Moo2 for example, researching new weapons technology would also tend to miniaturise and improve existing weapons. This made it less clear-cut which weapon would be better to use. Was the object...
Re: The Trith
Excellent! It really helps bring a few lines of conceptual text to life!
- Fri May 29, 2009 7:15 pm
- Forum: Other Game Design
- Topic: Special elements
- Replies: 42
- Views: 6987
Re: Special elements
If we count resources we risk ending with something like Space Empires micromanagement nightmare. There are more options than just binary and a continuous set of positive integers as counters for resources, you know. You could state that deposits of a strategic resource have X different levels of r...
- Fri Mar 13, 2009 4:23 am
- Forum: Other Game Design
- Topic: Idea about spying
- Replies: 17
- Views: 2610
Re: Idea about spying
Largely success on spying depends on knowing your enemy not only spy gadgets so race who has more knowledge about enemy should be better at spying. So what i propose is little minigame or objective list that would help spying: 1. capture enemy frigate 2. capture enemy destroyer 3. capture enemy col...
- Fri Mar 13, 2009 3:19 am
- Forum: Other Game Design
- Topic: Baby Space Monsters!
- Replies: 42
- Views: 5978
Re: Baby Space Monsters!
I've been meaning to get round to answering the posts in this thread! Since there's a lot of material in the posts I've tried to collect it together by theme, for ease of reading. Space monsters as a source of early game combat C) I appreciate what you're saying about not having too many 'giants in ...
- Sun Mar 01, 2009 3:49 am
- Forum: Other Game Design
- Topic: Regarding research
- Replies: 46
- Views: 5327
Re: Regarding research
The issue isn't realism, it's understandability. That's missing my point. I didn't mean to say it was a problem because it was unrealistic - I was saying any difficulty with understanding could be solved with an appropriate description in the help/'galactopedia'/a tooltip. If players are likely to ...
- Sat Feb 28, 2009 7:08 pm
- Forum: Other Game Design
- Topic: Regarding research
- Replies: 46
- Views: 5327
Re: Regarding research
You still haven't explained how it makes any sense for a beam PD weapon to be able to shoot down a beam LR weapon. I think pd weapons intercepting all LR weapons is bit absurd... One word: technobabble. It would be sufficient to say something like all PD versions of beam weapons come with a special...
- Wed Feb 25, 2009 12:37 am
- Forum: Other Game Design
- Topic: Regarding research
- Replies: 46
- Views: 5327
Re: Regarding research
Also, a major aspect of LR weapons is that they take a while to get to their target. Without that aspect, the concept of the LR weapon is lost. I can see you're thinking that beam weapons are instantaneous-always-hit. I've been suggesting this entire time that this would not be the case at LR. It w...
- Thu Feb 19, 2009 2:14 am
- Forum: Other Game Design
- Topic: Baby Space Monsters!
- Replies: 42
- Views: 5978
Re: Baby Space Monsters!
The biggest difference between a space monster and a normal fleet is that the space monsters are created at a continuous rate from the Breeding ground. Your PP production has only a minimal effect on your space monster "production".. its primarily your # of breeding grounds and technology...
- Thu Feb 19, 2009 1:29 am
- Forum: Other Game Design
- Topic: Galactic Doomsday Scenario
- Replies: 41
- Views: 5471
Re: Galactic Doomsday Scenario
I believe that randomizing the tech tree in MoO1 was a bad idea. Sure knowledge of the tech tree allows the player to develop a certain strategy based on the situation. My brother played a lot of MoO1, and often, the game was made or broken depending on whether or not a certain tech was made availa...
- Thu Feb 19, 2009 1:04 am
- Forum: Other Game Design
- Topic: Baby Space Monsters!
- Replies: 42
- Views: 5978
Re: Baby Space Monsters!
A) I believe that ordering around a massive, uncustomizable beast with it's own unique abilities will be different enough from regular ships to give the player a sufficiently different feeling without drastically modifying how it is ordered around. B) ... the owner of space monsters should not be i...
- Wed Feb 18, 2009 11:10 pm
- Forum: Other Game Design
- Topic: Galactic Doomsday Scenario
- Replies: 41
- Views: 5471
Re: Galactic Doomsday Scenario
...since this would make a very intriguing campaign mission... Thanks =) randomness beyond the point of necessity creates a fundamentally inferior competitive game I agree that a game where victory is largely by chance rather than strategy and skill is not very interesting. That said, where exactly...
- Mon Jan 26, 2009 7:23 pm
- Forum: Other Game Design
- Topic: Moving population
- Replies: 49
- Views: 8686
Re: Moving population
Also regarding the lousy mining world the "equilibrium level" will be increasing throughout the game because of population growth. Eventually all your worlds will fill up, lousy worlds will just take longer to fill up. I was under the impression that any migration system would be slanted ...