Search found 1060 matches

by Impaler
Tue Mar 14, 2006 9:42 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 12784

Star Conrol only alows you to control 1 ship at a time which resulted in the rather rediculus "lets have 2 fleets destroy each other by a long drawn out series of 1 on 1 duels!". Admitedly their implemtation was very good, the battles were tacticaly interesting and exciting, the simply payed a huge ...
by Impaler
Tue Mar 14, 2006 9:36 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 15211

Removing player control over such a critical feature would be a terrible idea. Its fine to have a default spliting so the player dosn't need to explicity enter in how they want it done every single time. They will quickly learn how the default function and IF they want something different they shoul...
by Impaler
Tue Mar 14, 2006 11:56 am
Forum: Other Game Design
Topic: Galactic News
Replies: 22
Views: 4225

What I envishon is window with several catagory tabs on top say "Military" "Science", "Espionage", "Diplomacy". Each tab shows the number of entries under it that are unfiltered and the total. So for example 17/24 would mean you had 24 messages of which 17 are not being filtered. The default selecte...
by Impaler
Tue Mar 14, 2006 11:34 am
Forum: Programming
Topic: Effects: Describe/Implement as Python-scripts?
Replies: 29
Views: 7274

Based on what I have seen over at Civ4 I would strongly support greater use of Python, game logic and the UI are primary candidates. I would be hesitent to have effects data in Python though, I think thats best keept in XML as Civ4 did. As has been noted the AI will need to weight and evaluate thous...
by Impaler
Mon Mar 13, 2006 6:07 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 20290

I'd like to see a ratio of up to 10,000:1 mainly for the purposes of alowing "Nomad" play ala HomeWorld. A super ship that serves as your races "world" would make for some interesting play. Control realy should be stack based as was done in Moo1 and Stars!. With sufficiently good design the player s...
by Impaler
Mon Mar 13, 2006 5:45 pm
Forum: Other Game Design
Topic: Nanite Plague
Replies: 17
Views: 3094

I think one of the race ideas that was submited for "Grey Goo" to BE a playable race. This would be kind of cool I think. I had an idea along similar lines for Space Pirates to be a playable race. Perhaps even Giant space Amebas as a playable race?
by Impaler
Mon Mar 13, 2006 5:37 pm
Forum: Other Game Design
Topic: planet balancing
Replies: 35
Views: 6266

Actualy we should be aiming for a rougly equal "living space". For example in your most recent data set roughly HALF the toxics are Tiny but nearly half the Oceans are Mediums. This will make a big difference in the total populations that races living on a particular planet type can achive. If we wa...
by Impaler
Sun Mar 12, 2006 6:47 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 15211

That could simply be replaced with having the ships take damage when going into "Over Drive". It would still give much the same strategic effect.
by Impaler
Sun Mar 12, 2006 5:35 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 15211

I find the Stars! fuel system to be very user friendly most of the time. I do ocasionaly run out of fuel but its usaualy on a scout that I have desided to Suicide (just keep it moving intill it runs out). And I have had some trouble with the way Stars! dose not automaticaly refuel when a convoy is s...
by Impaler
Sun Mar 12, 2006 4:37 pm
Forum: Other Game Design
Topic: planet balancing
Replies: 35
Views: 6266

Do we currently have distance from star and/or star type modifiers. So for example Infonos will be close to their stars and more likly around Hot White/Blue stars? I seem to remember some tables along these lines.
by Impaler
Sun Mar 12, 2006 4:29 pm
Forum: Other Game Design
Topic: Galactic News
Replies: 22
Views: 4225

All hail the returning hero! (well atleast I'm returning), I've been in school a full year now and think I could start doing some real damage (um I mean help) with programing. I've learned some Python as well (was doing some Civ4 Moding) and that may come in handy too. I do like that S!SNG news pape...
by Impaler
Sun Nov 13, 2005 1:37 pm
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 32511

I am thinking we could have 2 kinds of Blockading Planet Blockades - Ships in orbit of a single planet preventing anything from landing, taking off from planet. The blockader must engage and defeat planetary defences to do this. StarLane Blockades - Ships located at the starlane "Entry Ramp" aka Dee...
by Impaler
Sun Nov 13, 2005 1:29 pm
Forum: Other Game Design
Topic: Multiplayer interaction incentives
Replies: 25
Views: 4360

I could see some good in denying the player some of the games tecnologies as was done in MOO1 (the first and still the best). Because many of the tecnologies fell into linear paths (Improved factory controls I, II, III, IV ect ect...) what one realy ended up with were GAPS in ones progress that only...
by Impaler
Wed Nov 09, 2005 1:06 pm
Forum: General Discussion
Topic: Testers needed: Linux installer preview
Replies: 53
Views: 16623

Cool an Instaler just what I need :D

I'm wondering though will it be possible to create an all inclusive "idiot proof" package that will cover all the dependences and give us super easy instalation?
by Impaler
Sun Oct 30, 2005 7:25 am
Forum: General Discussion
Topic: Nice work! Need any more help?
Replies: 8
Views: 2935

Now for a totaly Unambiguous Greeting, writen entirly in BINARY!!! 10001011001110101011001101100101110100010110111001011010 0010110011101010110011011001011101100010110011101010110 0110110010111010001011011101000101100111010101100110110 01011101000101101110010110001011001110101011001101100101 1101000...