Search found 1060 matches

by Impaler
Tue Aug 29, 2006 8:32 am
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 14844

Stellar Fathoms gets a thumbs up from me. It could be explained as the distance light travels in the time it takes Orions primary moon to orbit the planet, this is equivilent to 19.2 earth days making a StellarFathom aproimatly .052% of a Light year and 80 Fathoms ~4.3 lightyears. The Orions werent ...
by Impaler
Sat Apr 22, 2006 8:11 am
Forum: Other Game Design
Topic: Multiple game modes (pseudo-KISS)
Replies: 2
Views: 1672

No I think he means certain portions of the game are just turned OFF entirely. He mentioned Happyness and thats a good example, if you turn off Happiness some AI dosn't come in and manage it for you, it ceases to exist as a game concept (in that game) and the player never has to worry about it. P.S....
by Impaler
Wed Apr 19, 2006 2:16 am
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 21717

I think how rapidly ships weaken when not supplied should be heavily dependent on the ship design. If the player dosn't put any "Cargo Bays" in the ship then they cant complain when the fleet is cut to ribbons when the supply lines are cut. Ships with deep reserves of "cargo/suppy&quo...
by Impaler
Wed Apr 19, 2006 2:08 am
Forum: Other Game Design
Topic: alien races
Replies: 3
Views: 1537

Dito! All of these things have been mentioned and discussed before, we like to hear your opinions but we dont have room for people to create a new thread (or 3) every day.
by Impaler
Mon Apr 10, 2006 9:29 am
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 4843

Come now your realize steam engines ARE still in existence and CAN be made relitivly cheaply as they consist of some sealed metal containers and boilers and pistons. The main reason their not used is that modern tecnology such as an internal combustion engine has much more power and uses a cleaner f...
by Impaler
Mon Apr 10, 2006 7:32 am
Forum: Other Game Design
Topic: Grouping & Formations
Replies: 15
Views: 5395

I do want to be able to build ships in groupings that they will automaticaly form up into once constructed (if this is considered a fleet or a TF dosn't realy matter). This will make ship building much simpler. Once battle comences we can have some kind of temporary groupings that are used just for ...
by Impaler
Mon Apr 10, 2006 7:01 am
Forum: Other Game Design
Topic: AI behaviors
Replies: 33
Views: 6442

I have been thinking a bit about diplomacy and relations and have concluded that the traditonal Love-Hate scale of diplomacy is fundamentaly flawed. It cant take into account the many nuances of true diplomacy and is terrible at recognizing differences is size/power between empires. I propose a MULI...
by Impaler
Mon Apr 10, 2006 6:04 am
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 4843

As tecnology incresses old ships typicaly become cheaper to build then when they were 'new'. If maintance is simply proportional to current cost to build then these old ships will become cheaper to maintain as their cost to build drops (Moo1 works like this). Eventualy all ships will become so behin...
by Impaler
Sun Apr 09, 2006 3:44 am
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 4843

I would change "Older ships cost more" too.. Ships that are cutting edge (use the very best tec you have) cost a lot to maintaine, Ships that are slightly behind cutting edge cost less to maintaine, Ships that are old and obsolete cost more to maintaine. This gives the player an incentive ...
by Impaler
Fri Apr 07, 2006 8:04 pm
Forum: Other Game Design
Topic: Shields and Weapons
Replies: 25
Views: 4638

I had an interesting idea on shields, in Moo1 you could research and then equip your ships will progressivly stronger shields refered to with a Class number (I , II, III ect..). The effect of all shields was the same they simply nulified (subtracted) damage points equal to their class. Now if we wan...
by Impaler
Fri Apr 07, 2006 7:10 am
Forum: Other Game Design
Topic: suggestion for tactical combat mechanics
Replies: 7
Views: 1825

The shield method solidcordon descrips could be another one of the many varieties of shield proposed so far. Personaly though I would simplify it to a single strength value, any attack less then or equal too that value is completly nulified but a hit greater then it colapses the shield and passes al...
by Impaler
Thu Apr 06, 2006 7:42 am
Forum: Other Game Design
Topic: Complimentary Technology Effects
Replies: 5
Views: 1613

Moo1 had something a bit like that with its tecnology levels. Basicaly the higher up in the Tec tree you were in each catagory the higher your level in that catagory was (I belive it was 80% of the level of your highest discovery + 1 for each other discovery so even getting obsolete tecs raises your...
by Impaler
Fri Mar 17, 2006 4:50 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 16877

DaveBabby: you might want to consider using Python and the PyGame library. I was resently looking into that are thought of starting my own little side project with it ware I might test out ideas and probly trade some code with FO when they start doing python integration. You can get stuff developed ...
by Impaler
Wed Mar 15, 2006 5:41 am
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 16877

Actualy ships dont have "side thrusters" that alows them to steer like airplanes aka their line of motion curves off in a new direction without a change in speed. Real Space craft use pairs of very small jets of gass perpendicular the the ship which cause it to go into a spin. They may als...
by Impaler
Tue Mar 14, 2006 10:14 pm
Forum: Other Game Design
Topic: Habitable moons
Replies: 16
Views: 3566

Actualy DaveBabby your way off, Pluto is almost a Double Planet and their likly going to find more such things in the near future. Their is nothing in the laws of physics that prevents 2 perfectly equal size bodies from being a pair atwhich point you cant realy call one the "moon" of the o...