Search found 54 matches

by SowerCleaver
Thu Nov 02, 2006 6:10 pm
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 28891

Since this thread looks like the most recent one on the topic of victory conditions, allow me to go a little-bit off topic and unload my thoughts: 1. Transcendance (ala Childhood's End) I like the concept. Just one caveat - I believe a victory condition should be something that the player can achiev...
by SowerCleaver
Thu Nov 02, 2006 3:08 pm
Forum: Story
Topic: General Discussion
Replies: 38
Views: 28954

I don't see how a predefined set of archetypes would help the artist. Give an artist 3 nouns or adjectives, and that would be a more valuable. I agree with you as to stock race pics. But if we have archetypes we can have extra pics just for custom races (rather than the see-through-muscle-humanoid ...
by SowerCleaver
Wed Nov 01, 2006 11:08 pm
Forum: Story
Topic: General Discussion
Replies: 38
Views: 28954

About races in general, early thoughts. Graphilly are some archtypes that I would like to use. Important: stone-biologic-mechanical-insect and then fish/flying-lizard?-energy-cyborg .. or combinations of thoselike stone-energy, or mechanical-insect races. In terms of the general approach to races, ...
by SowerCleaver
Wed Nov 01, 2006 10:39 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 59991

Re: Combat Requirements Doc - Preliminary

Requirement 2: Combat must support at least 4 sides. If each ‘side’ is considered ‘one fleet,’ combat must support four fleets simultaneously One question - when does the combat get resolved? When only 1 side remains victorious? That would exacerbate the "turtling" problem, could force an unwanted ...
by SowerCleaver
Wed Nov 01, 2006 9:29 pm
Forum: Design Archive
Topic: Space combat: next steps
Replies: 28
Views: 22308

I figure the question of tactical combat design can have multiple "right" answers, and it is ultimately a question of personal preference. In that regard, please register my frenzied support for MoO2 type micromanagement battle system and my vehement objection for large-scale macro-simulated battle ...
by SowerCleaver
Mon Oct 30, 2006 5:58 am
Forum: Other Game Design
Topic: Wheel of EP Thoughts
Replies: 38
Views: 9986

Another passing thought - I believe the probability of planet type generated at the beginning of the game is not exactly 1/9 for each planet type, according to the current EP wheel design, correct? If so, a race that has an EP of a planet type that is more prevalent than others has clear advantage i...
by SowerCleaver
Sat Oct 28, 2006 11:13 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10919

Very interesting discussion that affects the length of a turn, the shape of an in-game galaxy, the trait of space between stars, the history of Orions, etc. Can I suggest an approach based on following premises? - I do like to think the distance between stars shown in the game screen represents "rea...
by SowerCleaver
Fri Oct 27, 2006 6:12 pm
Forum: Story
Topic: Race Creation Guide
Replies: 13
Views: 6854

[quote]A reason for leaving the home planet - An important one this. If there is no reason to leave, they wouldn't leave, and thus wouldn't be involved in the game. Excuses generally range from "xenophobic nut-cases", through to "ardent explorers". [/quote] I'm not sure whether there really is a spe...
by SowerCleaver
Wed Oct 25, 2006 9:17 pm
Forum: Story
Topic: Gyisache
Replies: 35
Views: 10598

This could be an unwanted realism-based criticism, but I find it hard to understand a spacefaring race is still predated upon in its own homeworld. After all, we humans *were* preys to large carnivores until we discovered tools, and the transition from prey to predator thanks to technologies occurre...