good suggestionPerhaps you should read the design document or play the game?
Search found 37 matches
- Wed Feb 28, 2007 10:08 pm
- Forum: Other Game Design
- Topic: Request for Comments: Multiple Research Steps Per Turn?
- Replies: 27
- Views: 7518
- Wed Feb 28, 2007 8:17 pm
- Forum: Other Game Design
- Topic: Request for Comments: Multiple Research Steps Per Turn?
- Replies: 27
- Views: 7518
- Wed Feb 28, 2007 4:25 pm
- Forum: Other Game Design
- Topic: Request for Comments: Multiple Research Steps Per Turn?
- Replies: 27
- Views: 7518
It would be nice if queueing a tech automatically queued all dependencies before it. You may have to differentiate between explicitly queued techs and techs queued to satisfy deps. This would be for the case where a dep is X or Y. The line to get X might not be known when you've explicitly queued a ...
- Sat Feb 10, 2007 3:32 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
- Fri Feb 09, 2007 9:07 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
Thanks eleazar, this sheds some light on the issue for me. Though, it doesn't actually define the nature of starlanes, it seems to lean toward real lanes in real space rather than worm holes. If Delaunay Triangulation is used as Geoff mentioned, it should reduce the arbitrary nature of connected sys...
- Thu Feb 08, 2007 6:28 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
- Wed Feb 07, 2007 8:08 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
I was intending that to be my last post on the subject if it didn't sway any views. I don't want to beat an unpopular idea to death, which unfortunately, can sometimes be my style. Apologies to anyone who was upset. marhawkman, you do have a point that there would be balancing issues. There will be ...
- Tue Feb 06, 2007 12:08 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
- Mon Feb 05, 2007 5:23 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
I'm not sold that impedance would offer no gameplay value. If it were modifiable in-game, you could use it in a similar manner as building walls. You could increase the impedance of all starlanes connecting your empire with the rest of the galaxy. Now you don't need as large a fleet to guard your te...
- Mon Feb 05, 2007 3:12 am
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
- Sun Feb 04, 2007 11:24 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14838
I don't mind the introduction of impedance to a starlane, as long as it's clearly presented. Currently, it seems that starlanes are straight lines between systems. Why not give them more substance, make them look like pipes, or pipe wireframes. This would allow them to look fat or thin, indicating t...
- Wed Nov 08, 2006 9:39 pm
- Forum: Story
- Topic: Trancedence vs Singularity
- Replies: 45
- Views: 34765
- Wed Nov 08, 2006 6:46 pm
- Forum: Story
- Topic: Trancedence vs Singularity
- Replies: 45
- Views: 34765
You could also make the argument that the game stops becoming fun after your glorious fleet gets destroyed, but I think it would be frowned upon to leave the game after that point. The receiver prevents the auto victory of a time travelling race. Without a receiver, they send a scout to the homeworl...
- Wed Nov 08, 2006 4:35 pm
- Forum: Story
- Topic: Trancedence vs Singularity
- Replies: 45
- Views: 34765
an addition to my previous post. With the receiver and sending gates, I think 1 extra building/tech needs to be added. An emitter that changes the state of the universe. We can say that time travel is not physically possible in the universe, sending and receiving gates can still be built but they do...
- Wed Nov 08, 2006 3:34 pm
- Forum: Story
- Topic: Trancedence vs Singularity
- Replies: 45
- Views: 34765