Search found 97 matches
- Fri Sep 09, 2005 12:55 pm
- Forum: Other Game Design
- Topic: Spacecraft Propulsion
- Replies: 59
- Views: 15163
- Wed Sep 07, 2005 10:27 am
- Forum: Other Game Design
- Topic: Spacecraft Propulsion
- Replies: 59
- Views: 15163
- Tue Sep 06, 2005 9:59 am
- Forum: Other Game Design
- Topic: Spacecraft Propulsion
- Replies: 59
- Views: 15163
Impaler suggested something like differrent upgrade styles for differrent engines not so long ago and I think it is a good idea. The player will have to chose between engines, and the decisions will be tough. Will I take a very efficient engine, which requires the ship to be docked at a spacedock to...
- Mon Sep 05, 2005 8:16 am
- Forum: Other Game Design
- Topic: Spacecraft Propulsion
- Replies: 59
- Views: 15163
I don't like the idea of the AI automatically upgrading my ships. What if I want an old ship to be able to keep up with my fleet, but keep its old weapons, sensors, etc ? I want to be able to specify, what parts are upgraded and in which way. What if there are different weapons of the same weapon ca...
- Fri Sep 02, 2005 9:57 am
- Forum: Other Game Design
- Topic: Spacecraft Propulsion
- Replies: 59
- Views: 15163
IMO we should make a differrence between upgrading and refitting a ship. When you upgrade a ship, you improve the parts already installed in the ship, but you don't install new ones. E.g. you would improve your Lasers to Lasers MK2 and improve your engines to engines MK2, etc. You would need to inst...
- Wed Aug 31, 2005 1:16 pm
- Forum: Other Game Design
- Topic: Time within turns.
- Replies: 15
- Views: 3040
Subdividing the turns seems like a good idea IMHO. Combats spanning more than one turn will be possibe and a 10 combat turn limit will ensure a reasonably short waiting time for the other players in multiplayer games. It would open up a wide range of stratigies and will make combats much more intere...
- Tue Aug 30, 2005 10:52 am
- Forum: Other Game Design
- Topic: Ship Design --or-- Stock Ships
- Replies: 52
- Views: 10652
I don't like a hardcoded specialisation very much. I want to be able to build all kinds of ships which are equally as good as my neighbors, provided I have the necessary tech. If I was specialized in lasers until now but want to add some cloaked ships and some missile ships to my fleet, these would ...
- Wed Aug 24, 2005 10:52 am
- Forum: Other Game Design
- Topic: tech trading / stealing / etc.
- Replies: 49
- Views: 7991
Assigning regular Spies to hero spies is a very good idea IMO. This way we get both without a great deal of complications. If they just give bonuses to the spies and stay at home otherwise we won't have to think about how good they will be at stealing tech, etc in comparison to a normal spy. In addi...
- Thu Jul 21, 2005 1:52 pm
- Forum: Story
- Topic: The Chato'matou'Gormoshk
- Replies: 11
- Views: 7258
They do, but I will stick to English anyway, ok? :) The Gormoshk was not controlled by the Chato'matou from the very beginning. The Chato'matou just attached itself to the Gormoshk by using a crystalline spike so it couldn't get away. This was a very fast process, especially for a sentient Crytal. F...
- Thu Jul 21, 2005 12:01 pm
- Forum: Story
- Topic: The Chato'matou'Gormoshk
- Replies: 11
- Views: 7258
Thx for the praise :D As to your questions: The Gormoshk lives out its normal livespan (or even more, as it is very well cared for). The control by a Chato'matou has no bad effects save from the fact that the Gormoshk loses control over his body. The first Chato'matou who tried to control a Gormoshk...
- Thu Jul 21, 2005 7:27 am
- Forum: Story
- Topic: The Chato'matou'Gormoshk
- Replies: 11
- Views: 7258
Chato'matou'Gormoshk
Hi all, this is the first race I post here so I hope to get some feedback how you liked it. Of course I am open to suggestions if you got any and I would be really happy if some artist tried to visualize the Chato'matou'Gormoshk. Have fun reading all or you (sry, but one I started I couldn't stop, s...
- Tue Jun 07, 2005 10:01 am
- Forum: Other Game Design
- Topic: Change Terran -> Forest
- Replies: 37
- Views: 6643
- Tue Jun 07, 2005 7:59 am
- Forum: Other Game Design
- Topic: tech trading / stealing / etc.
- Replies: 49
- Views: 7991
- Fri Jun 03, 2005 8:29 am
- Forum: Other Game Design
- Topic: tech trading / stealing / etc.
- Replies: 49
- Views: 7991
I think we should not use an rpg spy system for every single spy. That might be nice at the beginning of the game, but after you get more then 10-20 spies, it will involve too much micromanagement in my opinion. I like Dreamer's idea of a global rpg approach for spies. You will still be able to infl...
- Fri Jun 03, 2005 7:36 am
- Forum: Other Game Design
- Topic: Unity Pods and Goody Huts
- Replies: 23
- Views: 4145
Great idea, Impaler, it will add more thrill and diversity to the game. I personally always loved the goddies you get in all kind of games. I don't think it will be a big problem if you get the result one turn later. It will just increase the eagerness of the player to get into the next turn, which ...