Search found 104 matches

by haravikk
Sun Oct 17, 2004 5:50 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30888

I'm not sure I like the idea of the bullet time though. This would cause each battle to last longer. Either that or it would mean you would have less time for each battle, depending on how the bullet time would work. Well I doubt the bullet time would really slow the battles that much, there would ...
by haravikk
Sat Oct 16, 2004 12:59 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33429

Aren't task-forces essentially big ships? Wouldn't it make sense therefore when ships are combined into task-forces to total what they have? So if a ship has 20 armour points all round, with 50 shield points to the front, and you have ten of them in a task-force, then your task-force has 200 armour ...
by haravikk
Sat Oct 16, 2004 12:34 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30888

@Ranos You misunderstand, the idea is more of an addition to real-time combat to allow it to be simplified, this will be especially useful for large, extremely active or spread out battles where the player can't easily move around to issue each order required of them. It gives them more of a sort of...
by haravikk
Fri Oct 15, 2004 9:38 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33429

I liked the MOO2 system best as well as it was nice and simple. The only thing I missed in MOO2 was some kind of broadside weapon, ie a weapon which can fire only to the sides of the ship. In this vein it would be cool if different ship hulls had different 'bonuses' for certain weapon arcs. For exam...
by haravikk
Fri Oct 15, 2004 9:23 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30888

if the AI is smart enough to know when something is wrong, it would be a rather short step to making it smart enough to do something about it Not really. For example, if a task-force completes its original mission, then the AI would flag this up before doing some default action. However, the defaul...
by haravikk
Sun Oct 10, 2004 6:35 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30888

@MisterMerf: Since the AI would have it's instructions at the start I don't see that it would have to be particularly advanced. If it is told to attack then all it has to do is pick a nearby target (or locate one) and close into firing range, if it's a long-range task-force then it tries to stay at ...
by haravikk
Fri Oct 08, 2004 10:46 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30888

What if combat was less direct orders but more decision based? At the start of combat players would get a minute or two in which to set missions for their task-forces. Once this is done the admirals will launch into combat following the criteria given to them. Each admiral (or mission leader) will l...
by haravikk
Wed Oct 06, 2004 6:21 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30888

I'll admit to not reading the whole topic, but here are my thoughts: Scale I think that combat should take place on the system-wide level so all planets will be visible and make their defences available. Early to mid game beam weapons would not allow most planets to overlap their defences. In MOO3 I...
by haravikk
Tue Sep 21, 2004 6:32 pm
Forum: Other Game Design
Topic: Hex Based Combat Mockup
Replies: 20
Views: 4405

Hrm...I seem to recall a combat model whereby the user is presented with choices rather than actually controlling units. A Hex-grid could be a very good way of visualising such a system, by showing the user the hex-grid to begin with and having the hexagons change colour to show the dominant units p...
by haravikk
Fri Jun 25, 2004 12:58 pm
Forum: Other Game Design
Topic: Fleet resupply
Replies: 72
Views: 19554

Well the way I saw it, re-supply is really the result of the money you pour into fleet maintenance. They would be abstracted ships, dealing with individual ships would be tedious IMO. I also don't think that build time for these re-supply ships is even a concern, they would be just like freighters i...
by haravikk
Fri Jun 25, 2004 12:42 pm
Forum: Other Game Design
Topic: Slowing down enemy retreat
Replies: 53
Views: 8862

Well if you're moving in towards a planet to attack, you would have to bring your fleet to a stop and turn before you can start heading out of the system, even if you turned on the move you would be vulnerable, presenting the rear of your fleet to attack. Either that or the attacker would have to fl...
by haravikk
Thu Jun 24, 2004 4:04 pm
Forum: Other Game Design
Topic: Slowing down enemy retreat
Replies: 53
Views: 8862

The way I see hyperspace is that when moving along starlanes you aren't really going 'through' systems but rather between or around them as the star would be generating a lot of gravitational effects. An attacking fleet, in order to attack, would have to be within this well of gravity to attack a pl...
by haravikk
Thu Jun 24, 2004 3:50 pm
Forum: Other Game Design
Topic: Fleet resupply
Replies: 72
Views: 19554

Okay, I'll admit to not having read all of this, but I posted a similar topic so I'll bring a few points/ideas over: Each ship should have X units of supplies that it requires, this could be worked out from crew and ammo, or just a simple fraction of ship cost. An empire would then have a few stats ...
by haravikk
Wed Jun 23, 2004 11:25 am
Forum: Other Game Design
Topic: Slowing down enemy retreat
Replies: 53
Views: 8862

I'm not so sure about start-up time, would it not make sense just to have ships unable to jump if they are too close to a source of gravity such as a planet, star or interdictor? That way if you had really fast interdictors you could actually get in behind an enemy and keep them even longer :twisted:
by haravikk
Mon Jun 21, 2004 12:17 pm
Forum: Other Game Design
Topic: Slowing down enemy retreat
Replies: 53
Views: 8862

I think you missed the point. Of cause you would be able to look at the results and see how many missles are gone. The point is, you have to remember to refill those ships. And that wouldn't be fun, would it? IMO, refilling ship should be cut out. You might want to check this thread for an idea of ...