Search found 43 matches

by Black_Dawn
Fri Jul 31, 2009 8:35 pm
Forum: Other Game Design
Topic: Powerful tech/spells makes "Master of Orion/Magic" unique
Replies: 13
Views: 2698

Re: Powerful tech/spells makes "Master of Orion/Magic" unique

To respond to the original thread post, I agree that making an interesting research system means creating techs that give more than a numerical bonus. One of the (many many) problems with MoO3 was that all of the weapons tech "felt" the same. The just had straight-up numerical boosts. To m...
by Black_Dawn
Tue Apr 28, 2009 7:20 pm
Forum: Design Archive
Topic: Design Ramble: Unlocking, Locking, Content Types
Replies: 13
Views: 16103

Re: Design Ramble: Unlocking, Locking, Content Types

I am not a programmer, so please forgive me if I mess up the lingo, but I am a game designer who has worked with programmers on similar problems. This is a suggestion for part of the second half of your question. One thing I have done to give flexible, quasi-random starting resources to players in m...
by Black_Dawn
Mon Apr 13, 2009 6:05 pm
Forum: Design Archive
Topic: Quick Issue: Colony Ships Population Source and Consumption
Replies: 78
Views: 85966

Re: Quick Issue: Colony Ships Population Source and Consumption

How about a compromise band-aid solution: If a planet has zero population, a colony ship will "magically" create 0.1 population. If a planet has more than zero population, the planet can no longer be colonized BUT the colony ship can be "decommissioned" or "scrounged" f...
by Black_Dawn
Fri Mar 20, 2009 7:50 pm
Forum: Other Game Design
Topic: Lithovores vs. Autotrophes
Replies: 16
Views: 3940

Re: Lithovores vs. Autotrophes

If you do have a racial pick that allows your race to convert minerals and/or industry into food, you should have a racial pick that allows similar trade-offs in other directions. The current idea of Lithovore seems to be: Minerals ~ Food: Lowers industrial potential of a planet, but removes the nee...
by Black_Dawn
Mon Feb 16, 2009 6:24 pm
Forum: Other Game Design
Topic: Game AI thoughts
Replies: 9
Views: 1424

Re: Game AI thoughts

First, I would like to stipulate that I am a game designer, but in no way shape or form am I a programmer. Take the following with the appropriate grain of I-don't-know-how-hard-this-is salt. The way that the AI should act should be related to the race and/or government that they are playing as. We ...
by Black_Dawn
Thu Feb 12, 2009 10:01 pm
Forum: Strategy Games
Topic: Pimping Star Chamber
Replies: 0
Views: 2671

Pimping Star Chamber

Hey guys. The players on the Star Chamber forum have been trying to get a grass-roots campaign going to spread the word about the game, so I thought I'd do my part. http://starchamber.station.sony.com/ I've been playing Star Chamber for going on 5 years now, and I'm still not tired of it. It's a com...
by Black_Dawn
Tue Jan 06, 2009 7:04 pm
Forum: Other Game Design
Topic: Fighters
Replies: 35
Views: 4786

Re: Fighters

One element which has not been discussed yet in this thread yet is how the concept of 'fighters' adds to game flavor. Even if fighters have exactly the same functionality as missiles (travel at X speed, do Y damage, are vulnerable to PD but not LR weapons), they will still add flavor to the mix. Art...
by Black_Dawn
Fri Dec 12, 2008 10:01 pm
Forum: Other Game Design
Topic: Native & Passive races/creatures to the Orion galaxy.
Replies: 33
Views: 4700

Re: Native & Passive races/creatures to the Orion galaxy.

Yes, that was what I was referring to. In HOMM, getting the Oracle treasure gave the city to which it was applied to a HUGE bonus. There's a 4X space game out there that uses Artifacts, but I can't remember which one. One of the win conditions was in fact gathering 5 Artifacts. I was thinking that i...
by Black_Dawn
Thu Dec 11, 2008 7:20 pm
Forum: Other Game Design
Topic: Stealth, Battle Avoidance and Espionage
Replies: 13
Views: 2546

Re: Stealth, Battle Avoidance and Espionage

Yes I read that. I just wanted to propose a way to make stealthy ships 'feel' stealthy, above and beyond 'with 50 stealth I'm detected, with 60 stealth I'm safe'. What do modern armies use stealth vehicles for? Espionage and information gathering! A consequence of the described stealth vs. detection...
by Black_Dawn
Thu Dec 11, 2008 6:48 pm
Forum: Other Game Design
Topic: Native & Passive races/creatures to the Orion galaxy.
Replies: 33
Views: 4700

Re: Native & Passive races/creatures to the Orion galaxy.

Eleazar: Your idea seems interesting, although the payoff takes long enough that planets with natives might not seem interesting/desirable. I would suggest that if there are 'Artifacts' in the game, similar to the Oracle rewards in Heroes of Might and Magic, some artifacts might be discoverable by s...
by Black_Dawn
Thu Dec 11, 2008 12:12 am
Forum: Other Game Design
Topic: Stealth, Battle Avoidance and Espionage
Replies: 13
Views: 2546

Stealth, Battle Avoidance and Espionage

I have a number of linked ideas that I would like to see, tied to the way that the Stealth system works. I feel that it would be very interesting if a ship with a high Stealth statistic could enter an enemy system and choose not to initiate combat. The Stealth rating of the ship would have to be hig...
by Black_Dawn
Wed Dec 10, 2008 11:46 pm
Forum: Other Game Design
Topic: Ideas for balancing weapons vs widgits.
Replies: 10
Views: 2461

Re: Ideas for balancing weapons vs widgits.

It would indeed be nice if regular weapons and 'special effect' weapons could draw from the same pool of ship resources. One of the decided-upon resources must now be 'slots', as that game mechanic has been decided, but that doesn't mean that weapons can't have other stats such as mass and energy us...
by Black_Dawn
Wed Dec 10, 2008 11:31 pm
Forum: Other Game Design
Topic: Casual gaming and combat in Free Orion
Replies: 18
Views: 4945

Re: Casual gaming and combat in Free Orion

I would like to give an example of another 4X game's blance between casual and deep: I frequently play a game called Age of Wonders: Shadow Magic, which is a great fantasy-themed 4X game. This game has tactical turn-based combat, which takes quite awhile as you can have up to 56 units in a single fi...
by Black_Dawn
Wed Dec 10, 2008 11:12 pm
Forum: Other Game Design
Topic: Native & Passive races/creatures to the Orion galaxy.
Replies: 33
Views: 4700

Re: Native & Passive races/creatures to the Orion galaxy.

I wanted to respond to the original topic of this thread. As with everything in a game as deep as FO, natives on a planet should provide benefits or drawbacks, depending on your situation, race, government etc. Here is my suggestion for how natives should function in-game: Natives should take up a c...
by Black_Dawn
Wed Jun 01, 2005 7:57 pm
Forum: Other Game Design
Topic: tech trading / stealing / etc.
Replies: 49
Views: 8006

Another alternative: when an empire steals/trades/backwards engineers a tech from another empire, they get a version of the tech which is one itineration better then the version they have now. For example, if your empire already has Laser Mk 1, and you steal "Laser" technology from an empi...