Search found 72 matches

by Magus
Tue Jun 27, 2006 3:53 am
Forum: Other Game Design
Topic: Different Alien Technologies
Replies: 19
Views: 3846

In Escape Velocity: Nova, the Polaris use organic ships, where most of the rest of the galaxy uses mechanical. However, the Vell-os use ships crafted by the raw psionic power of the pilot or crew. It's fairly close to what you speak of as an energy ship
by Magus
Thu Jun 08, 2006 7:40 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10961

You could use Light Months, 80 LMs would equate to 6.6666 LYs. Alternatively, you could use some distance unit based around another stellar systems reference: an Orion Parsec, where Orion's orbit is smaller than Earth's and thus results in a smaller distance unit. Finally, you could keep it in terms...
by Magus
Sun May 28, 2006 6:28 pm
Forum: Other Game Design
Topic: Phased Time (aka Simultaneous Turn Based) Space Combat
Replies: 16
Views: 4853

Why would a missile take so long to get to its target? Well, lets look to the real world first: A Tomahawk Cruise Missile has a speed of about 880 km/h Same missile has a range of 1,100 km. A maximum range flight would take 1.25 hours. Lets look at another thing: hitting Mars from Earth. The furthes...
by Magus
Sun May 21, 2006 4:16 pm
Forum: Other Game Design
Topic: Phased Time (aka Simultaneous Turn Based) Space Combat
Replies: 16
Views: 4853

I would also like to bring up an addition that was suggested a while ago: -During the "Action" phase, time is compressed, say like 60x (minute-per-second) -During the "Orders" phase, the battle is still moving, but in actual time. As such, you could have properly represented times (i.e. a missile fl...
by Magus
Fri Mar 24, 2006 4:08 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 61580

I would like to state my most vehement objections to the concept of Hero ships. Unless they are carrying Ancient/Progenitor/Precursor/Orion/etc. things. A ship with a singularity cannon is allowed to be uber.
by Magus
Sat Feb 25, 2006 11:01 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 15327

Well, I was figuring that when you assigned freighters, there would be an info overlay showing fleets idle, movement, and combat consumption rates. For example, something like this: [Eighth Fleet] 1 Ecthalion-Class CVA 26 Ascension-Class DNs 14 Firestorm-Class BCs 16 Raven-Class CAs Onboard Supply: ...
by Magus
Sat Feb 25, 2006 5:40 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 15327

Supply is not the concern of Galactic Overlords, but it is the concern of Admirals under said Galactic Overlords. And since we want to participate in combat, we are those Admirals just as much as we are their masters. Personally, I'm for a generalized supply system. You build freighters, and they ar...
by Magus
Fri Feb 24, 2006 9:47 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 20371

I know I'm a bit behind the curve of the discussion now, but I would like to bring up a few things: Magus wrote: ...you could have a [combat-effectiveness] ratio like this: 1:2:6:24:120:720 (thats n!), or something slightly easier like 1:2:8:32:128:512 (2^(2n-1) starting at the 2) or some other kind...
by Magus
Thu Feb 23, 2006 4:31 am
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 20371

Yes, that is a problem. I'm sure it can be simplified, I'm just not seeing how at the moment. And I suppose you could do a simple squaring system, it would just make differences more pronounced for smaller vessels. However, a simple explanation is "Ships should not try to fight anything more than 1 ...
by Magus
Thu Feb 23, 2006 12:53 am
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 20371

Firstoff, see my edit to previous post, I was typing it as you responded. It alters what you're talking about. And yes, Insurrection (and The Shiva Option, In Death Ground, and whatever-the-first-one-is called) are great books for this. Especially since they were written for a game system :) [Starfi...
by Magus
Wed Feb 22, 2006 11:13 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 20371

Size squared is good, except for one thing: I want the 2nd best size category to be viable, which is why it was a 1:2 ratio in damage and cost. The reason for this is that when a new size class is researched and brought to bear by one side in a war, the other side's largest size ships are not so out...
by Magus
Wed Feb 22, 2006 9:53 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 20371

Well, you could do it like this: Larger ships are better in straight up combat than smaller ships. Period. However, it is not a direct ratio, like 1:5:25:125. Instead, as ships get bigger, they become even better at turning lesser ships into paste. For example, you could have a ratio like this: 1:2:...
by Magus
Tue Feb 21, 2006 10:02 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 20371

Well, MOO 1 went with a 125:25:5:1 ratio. In the Honor Harrington universe, a SD(Superdreadnought) masses up to 8.5 million tons, while a DD(Destroyer) averages 85,000 tons, so a 1:100 mass difference. There, however, Destroyers, Light Cruisers (125,000 avg.), and Heavy Cruisers (300,000 avg.) are m...
by Magus
Mon Feb 13, 2006 9:51 pm
Forum: Other Game Design
Topic: Planet Orion
Replies: 37
Views: 4965

Humans get special treatment for the same reason that the Orions get special treatment: Why not? Humanity 12,000 odd years in the future is just as unknowable as any alien race, and a post-human universe is something that hasn't been done before as far as I know... Edit: In MoO 3, Humanity was engin...
by Magus
Fri Feb 10, 2006 8:51 pm
Forum: Other Game Design
Topic: Planet Orion
Replies: 37
Views: 4965

Well, I assumed an 'Orion' world was a necessary bit of the game, given that I thought it would be an interesting twist to have it be Earth.