Search found 52 matches

by Pasi
Mon Sep 12, 2005 10:01 am
Forum: Other Game Design
Topic: Should spaceships be the only way to travel between planets.
Replies: 16
Views: 3412

I think it's a good idea too :)

I also like the rail launcher thingy... could also be used to sling a huge balls of minerals at high speed at enemy planets ... just like in Stars! ...
by Pasi
Tue Aug 23, 2005 8:40 am
Forum: Other Game Design
Topic: Conquering colonised planets - culture,assimilation,genocide
Replies: 24
Views: 5120

But with relocation, you could basicly just start to move the people, and when they are in the ship (like 1 turn away from destination), you could blow them up?
by Pasi
Fri Aug 19, 2005 12:43 pm
Forum: Other Game Design
Topic: Spacecraft Propulsion
Replies: 59
Views: 15165

The in-program solution would be simple : the fleet moves with the speed of the slowest unit in the fleet. It's always been that way. The speed of each vessel could be displayed in the fleet window next to it (in red if it's lower than the fastest ship in the fleet, so that the slowpokes could be e...
by Pasi
Mon Aug 15, 2005 1:19 pm
Forum: Other Game Design
Topic: Player Missions
Replies: 9
Views: 2023

utilae wrote:It is a victory condition thing. Basically you would choose the 'mission' style victory condition. Each player would be given a random mission. No player would no the others mission. The player who completes their mission wins.
Might be hard to balance them IMHO
by Pasi
Tue Jul 26, 2005 6:41 am
Forum: Off-Topic
Topic: What ist the reason for all this ****?
Replies: 5
Views: 3357

leiavoia wrote:
Why not making ONE really big project???
"Because my project is better than your project."

That really is the bottom line.
So true... also with more people, there would sooner or later be people who didn't get things their way == much fighting and angry people :roll:
by Pasi
Wed Jun 08, 2005 12:32 pm
Forum: Other Game Design
Topic: Unity Pods and Goody Huts
Replies: 23
Views: 4146

Or maybe even an option to the content like:

1. Take it apart (loose the artifact but gain in research)
2. Learn to use it (if it's an alien ship, you get it under control etc...)
by Pasi
Wed Jun 08, 2005 12:30 pm
Forum: Other Game Design
Topic: Unity Pods and Goody Huts
Replies: 23
Views: 4146

the Pods could contain just generic "Alien tech" and by researching it, you could have small (or huge) leaps in tech research...

Then they would give you nothing you couldn't get other ways (?)
by Pasi
Tue Jun 07, 2005 5:31 am
Forum: Other Game Design
Topic: Unity Pods and Goody Huts
Replies: 23
Views: 4146

utilae wrote:Maybe you could have some kind of artifact find % that affects the chance of getting a good artifact. And maybe you could increase your artifact find % through tech or something.
Or it could be a sum of all techs you have learned :)
by Pasi
Mon Jun 06, 2005 8:54 am
Forum: Other Game Design
Topic: Unity Pods and Goody Huts
Replies: 23
Views: 4146

Only suggestion is I'd like to be very few of these and they should be very important. Probably something that you can't possibly get any other way, like an orion's ship, magnate civ, Gaia, 5th X... I think so too... BUT ... it shouldn't be any sort of "ultimate" thingy, like a huge undes...
by Pasi
Mon Jun 06, 2005 8:42 am
Forum: Other Game Design
Topic: Religion
Replies: 39
Views: 8496

Me thinks there should be a "slider" or something to set the "faith" for the religion... as you can't except 100% of the creatures under your controll believe in one thing or atleast not believe in it 100% ... there are those who don't believe, those who do, and those who kill ot...
by Pasi
Mon May 09, 2005 12:48 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 8100

XML all the way... It's modular and ... well... good :wink:

If someone has the time, why not make a FO XML tech editor with userfriendly GUI :roll: :wink:
by Pasi
Mon Jan 10, 2005 1:01 pm
Forum: Other Game Design
Topic: Alien Artifacts
Replies: 4
Views: 1283

...and if the artifact is mechanical and from a far advanced race, you might be able to screw things up and set it off so that it kills X % of the population on the planet it is researched :?: :roll:

Nothing goes without a risk ;)
by Pasi
Thu Dec 09, 2004 8:41 am
Forum: Other Game Design
Topic: Biological Warfare
Replies: 28
Views: 5239

Let's just make a selection window then: Who do you want to deploy? 1. Angelina Jolie 2. Milla Jovovitch . . . Add some nice pictures and everyone will try desperately to get his own people slaughtered, just see those pics :D I'm so sorry... I didn't mean to wreck the thread :oops: :shock: And it w...
by Pasi
Fri Dec 03, 2004 10:35 am
Forum: Strategy Games
Topic: Best Space Sim Out There
Replies: 43
Views: 15634

I just canceled my EVE Online acount after playing it for ~4 months... The economy system is truely good, but it's only because the market evolves all the time, and much of the market stuff is player made (or mined... anyone wanna buy 1,5 million veldspar before my account expires 10th day ;) ) But ...
by Pasi
Mon Nov 29, 2004 1:27 pm
Forum: Other Game Design
Topic: Biological Warfare
Replies: 28
Views: 5239

Re: Interesting proposal

What would also be interesting, is if through researching, transporting or manufacturing biological weapons you might accidentally cause a biological spill, which could result in an outbreak on one of your planets. This sounds good, as then it wouldn't be totally unrisky to make them... Something w...