Search found 72 matches
- Tue Jun 27, 2006 3:53 am
- Forum: Other Game Design
- Topic: Different Alien Technologies
- Replies: 19
- Views: 4761
- Thu Jun 08, 2006 7:40 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14844
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...
- Sun May 28, 2006 6:28 pm
- Forum: Other Game Design
- Topic: Phased Time (aka Simultaneous Turn Based) Space Combat
- Replies: 16
- Views: 6115
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...
- Sun May 21, 2006 4:16 pm
- Forum: Other Game Design
- Topic: Phased Time (aka Simultaneous Turn Based) Space Combat
- Replies: 16
- Views: 6115
- Fri Mar 24, 2006 4:08 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77241
- Sat Feb 25, 2006 11:01 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21718
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: ...
- Sat Feb 25, 2006 5:40 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21718
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...
- Fri Feb 24, 2006 9:47 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
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...
- Thu Feb 23, 2006 4:31 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
- Thu Feb 23, 2006 12:53 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
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...
- Wed Feb 22, 2006 11:13 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
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...
- Wed Feb 22, 2006 9:53 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
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:...
- Tue Feb 21, 2006 10:02 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
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...
- Mon Feb 13, 2006 9:51 pm
- Forum: Other Game Design
- Topic: Planet Orion
- Replies: 37
- Views: 6549
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...
- Fri Feb 10, 2006 8:51 pm
- Forum: Other Game Design
- Topic: Planet Orion
- Replies: 37
- Views: 6549