Search found 101 matches
- Fri Mar 24, 2006 8:44 pm
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77245
If you want Hero ships, then you can't have many ships in a battle, or, the hero ships are significantly tougher than their counterparts to give them a chance to retreat. And even then, you wouldn't be using them to their full potential. Imagine what Warcraft 3 would be like if you could not ressur...
- Fri Mar 24, 2006 9:49 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77245
- Wed Mar 22, 2006 7:18 pm
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 33957
Ships with only one type of weapons are boring. There should be some incentive to at least have something like beams vs smaller targets and missiles for big targets. Otherwise the ship would be a sitting duck to the other kind of target. There could be some kind of synergies between having 2 weapons...
- Tue Mar 21, 2006 5:24 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77245
well, every ship has a captain. there would be a number of captains equal to the number of ships, but only a few ships would have admirals (heros) at level 10 or whatever. Ok, I didn't touch on the subject of where the flagships/heroes/admirals/COs/whatever-they-are-to-be-called would come from. I ...
- Tue Mar 21, 2006 4:44 am
- Forum: Other Game Design
- Topic: ship tech tree
- Replies: 53
- Views: 10382
Yeah I have thought a lot about this. Would try to come up with a huge amount of modifiers and then the ship component would get a random selection of them. Like these mostly weapon style modifiers I dreamed up in this list: Shield piercing Armor piercing Extra damage to shield Extra damage if there...
- Mon Mar 20, 2006 10:46 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77245
- Mon Mar 20, 2006 2:18 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77245
To achieve having both huge epic style battles and ships with strong personality at the same time there could be few hero ships and huge amounts of faceless non hero ships. The hero ships would have strong table turning abilities and also strong defenses so they don't get nuked right away too easily...
- Sat Mar 18, 2006 1:11 am
- Forum: Other Game Design
- Topic: Obscure Technology Ideas
- Replies: 80
- Views: 16025
- Sat Mar 18, 2006 1:09 am
- Forum: Other Game Design
- Topic: planet balancing
- Replies: 35
- Views: 7922
- Fri Mar 17, 2006 2:00 am
- Forum: Other Game Design
- Topic: Obscure Technology Ideas
- Replies: 80
- Views: 16025
- Fri Mar 17, 2006 1:56 am
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
I don't think there is a huge amount of ai needed here. To move a ship from one location to the other in a not insane way, it just needs to turn around and deecelerate after it gets half way there for example. Ok it might get a bit more complicated then that if the ship is alredy moving somewhere an...
- Thu Mar 16, 2006 5:11 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
Wrong. f = ma You dont throw fuel out the back - you fire reaction mass. Fuel (i.e. energy) is used to accelerate this reaction mass. The more acceleration you apply to the mass the greater the acceleration of your ship. So by spending more energy you can get a larger reaction from a small mass to ...
- Thu Mar 16, 2006 2:22 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
Maybe in the particular model you've dreamed up that's the case, but fuel doesnt have to be an issue in a short term space combat unless you want it to be - its not inherently part of a newtonian combat model. I know what i'm talking about - but that doesnt mean i'm necessarily taking into account ...
- Thu Mar 16, 2006 1:33 am
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
You misunderstand how things work. If a ship moves under power in a direction, and the engines stop, well the ship would keep moving, forever. You see, the ship would not decelerate because in space there is no friction. I have no idea where I wrote that a ship would stop by friction. What I meant ...
- Wed Mar 15, 2006 6:39 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
As I wrote earlier I would introduce either energy (regenerates) and/or fuel (dosn't regenerate) as a limit to how much you can deecellerate or accelerate. If you really knew what you were talking about concerning newton models you would know any force is matched by an equal opposite force so you ca...