Search found 243 matches
- Tue Apr 24, 2007 1:09 am
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55434
I think we could go as low as 30 different hulls, total. Assume 5 sizes. (if desired, I'm okay with either 4, or 6, also) Assuming (per my proposal) a generic role neutral ship for each size. That's five. Assume five role specific hulls (with role bonuses). Carrier, Battleship\Cruiser (depends on hu...
- Sun Apr 22, 2007 8:02 pm
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55434
Utilae: Keeping the seperate, they can choose the size, then choose the role (stealth hull) to get what they want. Exactly my point. You chose build ship, then chose size, then chose role. A generic,role nuetral ship is always available. A role specific hull may be available (upon research). These ...
- Sun Apr 22, 2007 2:08 am
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55434
Geoff the Medio Sandlapper wrote: * Ship hulls are one of a small set of sizes Depends which way we go, generic hulls, we only need about 5 sizes; role specific(or mix) at least double that. Call it what you want (see my previous post re: inconsistent use of the terms), the system would be as descri...
- Sun Apr 22, 2007 12:37 am
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55434
- Thu Apr 19, 2007 2:42 am
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55434
Daveybaby Role specific involves the greater learning curve - it forces the player to think about the roles and how to use and counter them - because the other players in the game are also going to be using a variety of ships roles. Non-role specific ships mean that the player wont really have to c...
- Wed Apr 18, 2007 12:48 am
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55434
Daveybaby's analogy to chess is spot on. As suggested, we don't need a game full of chess queens, where the only option is to have a bigger fleet, or decidely advance tech. Chess is a game of strategy, which relies on role specific pieces. I concur with Daveybaby on the need for varied, specific rol...
- Tue Apr 17, 2007 3:20 am
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55434
I favour role-specific ships that are partially configurable. Perhaps 2/3 of the hull is always role specific, hard wired, fixed in place; the remaing 1/3 is fully customisable(any combo of weapons,sensors,special,cargo,extended fuel tanks, troops, etc. that fit). A primary role is always retained, ...
- Sat Apr 14, 2007 3:36 pm
- Forum: Off-Topic
- Topic: Avatars— please
- Replies: 34
- Views: 26274
- Fri Apr 13, 2007 4:54 am
- Forum: Design Archive
- Topic: Space Combat: Preliminaries
- Replies: 48
- Views: 45002
Haven't played AW or BfW, but both concepts sound great. As for WW1, the trench stalemate was eventually broken by new tech, primarily the british tanks and the new high fire of rate, recoiless (thus accurate) french howitzers. I like the early defensive bonus, to limit irrelavent conflicts, and all...
- Fri Apr 13, 2007 4:10 am
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 44121
Range and logic work for me, too, for starters. W.r.t. to thoughts of overall range at midgame, and assuming a possible planetary defense bonus(discussed in another thread), I think an opposing fleet entering a system with two or more starlanes should still be able to circumvent planetary defenses, ...
- Fri Apr 13, 2007 1:41 am
- Forum: Other Game Design
- Topic: special equipment?
- Replies: 5
- Views: 1577
I think something like tractor beams in combat could be made automatic, very easily, and easily implemented(edit: I'm thinking in context of repulsing an enemy ship, to specifically target and grab another ship would be more involved). However, something like a subspace teleporter would likely requi...
- Fri Apr 13, 2007 1:15 am
- Forum: Design Archive
- Topic: Space Combat: Preliminaries
- Replies: 48
- Views: 45002
Daveybaby Having said that, its always kind of annoyed me how you never get much in the way of combat in the early parts of the game - and so large chunks of the tech tree rarely get to see the light of day, when was the last time you had a Moo1/Moo2 combat involving lasers and nuclear missiles? If...
- Wed Apr 11, 2007 12:10 am
- Forum: Design Archive
- Topic: Space Combat: Preliminaries
- Replies: 48
- Views: 45002
The fact that combat will be rendered in 3D, itself lends credence to it being of relative importance. I do hope we end up with a robust combat system. However, I'm not seeking a turn after turn slugfest, every time I play. Just like eleazar said, I like multiple paths to be available. Could we cons...
- Tue Apr 10, 2007 3:20 am
- Forum: Design Archive
- Topic: Space Combat: Preliminaries
- Replies: 48
- Views: 45002
I think one way to reduce frequency of combat, and avoid a constant slugfest, is to give early defensive bonuses to planets/systems. Once a defense is in place, it takes an overwhelming force to defeat, until perhaps midgame, or late midgame. Early combat would then be mostly limited to fights over ...
- Mon Apr 09, 2007 5:41 am
- Forum: Design Archive
- Topic: Space Combat: Preliminaries
- Replies: 48
- Views: 45002
Ugh!... This should be a lively discussion! I will probaly need the whole week to form a final conclusion for what I think we need. For myself, single player, I prefer the ability for considerable micro, in regards to combat. I will usually settle for auto resolve, however, I sometimes have to take ...