Search found 32 matches

by ErikAlbert
Fri Apr 07, 2006 1:11 pm
Forum: Other Game Design
Topic: Shields and Weapons
Replies: 25
Views: 4638

I think the main issue is how varied we want the effects of Ship Systems to be At the other extreme, every upgrade to a ship system produces a system that has a drastically different effect (my Ray Gun does 100 points of vaporization but that is Reflected by my Redirection shield, then absorbed by ...
by ErikAlbert
Fri Apr 07, 2006 1:05 pm
Forum: Other Game Design
Topic: Shields and Weapons
Replies: 25
Views: 4638

The fact is the inability to mix and match shields is just like the inability to mix and match weapons, It makes it easier to balance ship types, but it forces highly artificial trade offs, Let's recap. I suspect we are arguing at cross purposes. You are arguing for one standard shield type but all...
by ErikAlbert
Wed Apr 05, 2006 5:36 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77233

Direct user control of battles is boring!

Let's do it like GalcivII, and classic civilization. You attack a fleet, and watch the dice roll... Then Computer plays out some imginary 3D battle that looks exciting.
by ErikAlbert
Wed Apr 05, 2006 5:33 pm
Forum: Other Game Design
Topic: Shields and Weapons
Replies: 25
Views: 4638

Actually Gal Civ II has Shield Stacking your ship Beam Defense is Sum of all beam defenses+Sqrt of Sum of all Missile Defenses (Missile Defense Vice Versa) Have you even played Gal Civ II?? I've being playing it for a few days. As someone pointed out The combat system is as dry as ...! That's what ...
by ErikAlbert
Sun Apr 02, 2006 10:19 am
Forum: Other Game Design
Topic: Planets with only a single organism on them
Replies: 21
Views: 6996

If you want to go by biomass, bacteria wins.

By species . insects probably.
by ErikAlbert
Mon Mar 27, 2006 3:07 pm
Forum: Other Game Design
Topic: Shields and Weapons
Replies: 25
Views: 4638

varying methods of stoping damage (distribute damage over x turns vs blocking % damage for example). That I think is something that needs to be avioded. It makes balancing difficult and the balancing more complicated. Well it makes balancing more complicated if you can use multiple shields yes. Tha...
by ErikAlbert
Sun Mar 26, 2006 5:51 am
Forum: Other Game Design
Topic: Shields and Weapons
Replies: 25
Views: 4638

I like the direction this is going

I don't. :)
by ErikAlbert
Sat Mar 25, 2006 7:51 pm
Forum: Other Game Design
Topic: ship tech tree
Replies: 53
Views: 10382

About random imporvements. It doesn't help encourage strategy. E.g you find your weapons are not pentrating the enemy shields enough, what do you do? Refining lasers, most probably won't get what you want. unless you get lucky... Well I can see your point... perhaps a mixed system is best...1 Total...
by ErikAlbert
Fri Mar 24, 2006 10:24 am
Forum: Other Game Design
Topic: ship tech tree
Replies: 53
Views: 10382

Okay here's my problem about the difference between refinements and new weapons. Here you say Researching a different weapon could provide a strategically different option, like Beams vs. Missiles. Okay I can accept this. Sounds like you start off with some broad category say mass drivers, beams, mi...
by ErikAlbert
Fri Mar 24, 2006 10:16 am
Forum: Other Game Design
Topic: ship tech tree
Replies: 53
Views: 10382

2. You continue to research Laser After a certain # of RPs, you get a Random* Improvement to your lasers (Faster fire, more damage, can make them Point Defense, can make them Super Large, Longer Range, more Accurate)** *Random from the list of allowed improvements to a Laser.. so 'tracking' or enve...
by ErikAlbert
Fri Mar 24, 2006 9:39 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33952

@Erik: Hey, I'm Eric! the problem with that system is that there's no reason for a ship to "randomly" upgrade to a different weapon. Oh no, I don't like the idea of research techs that do random things either :) Randomizing what techs you can get as in Moo1 is good enough for me. That is ...
by ErikAlbert
Thu Mar 23, 2006 1:01 pm
Forum: Other Game Design
Topic: ship tech tree
Replies: 53
Views: 10382

I think that when you research technology, ie weapons you should be able to choose a weapon, eg missile or beam or wave and keep sticking to one of them and refining it. Why should there be diminishing returns for refinements when you spend as much RP on refinements as you do on research? Okay, fro...
by ErikAlbert
Thu Mar 23, 2006 11:17 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33952

There's an easy way to avoid cheapness in -% defense systems. do it like jamming and cloaking in Stars! Each system that reduces damage does so individually. You are talking about cheapness that comes from stacking the same type of defense, that's not so much what i'm afraid of. It's like in Moo, w...
by ErikAlbert
Thu Mar 23, 2006 7:09 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33952

Note that while it is true that Moo2 offered different defensive items, most of them were high end tech, and more importantly one off tech. I.E You couldn't improve lightning shield or displacement device. There was only one shield system which everyone used. If we are talking about multiple shield ...
by ErikAlbert
Thu Mar 23, 2006 6:50 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33952

The main issue seems to be with the problem of shields and armor STACKING, because if I can combine a Class I shield with another Class I shield, why not combine it with a Class 3 shield instead MOO2 is actually a good case of multiple defensive systems, Displacement field (30% no hit) Class X shie...