Search found 228 matches
- Fri Dec 02, 2005 4:06 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17398
- Fri Dec 02, 2005 3:46 am
- Forum: Other Game Design
- Topic: "Decommisioned Ship" Yards
- Replies: 17
- Views: 3691
I may have misunderstood your post, but are saying to make it so that: a)sell ship - it goes to scrap yard, you get money and pay no maintenance b)ship is stored at scrap yard, untouched c)you call ship out to become part of mothball fleet - costs 10% ship cost But you said you don't want to pay 10...
- Thu Dec 01, 2005 2:10 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17398
The idea is that you first choose what you want to design, e.g: 'I want to design a troop carrier'. Troop pods then take up less space than normal because the whole ship design is optimised around carrying and deploying troops. I think the idea is too obscure. You look at 2 ships, they have the sam...
- Thu Dec 01, 2005 1:50 am
- Forum: Other Game Design
- Topic: Sports - Between different empires
- Replies: 12
- Views: 2455
- Wed Nov 30, 2005 3:58 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17398
The US has, what, 10 active aircraft carriers? Each is the centerpoint of a massive amount of power in the form of a Carrier Battlegroup. Wich is more or less my point. I would be completely satisfied with a battle like the one you described before. I was only pointing out that there were hundreds ...
- Wed Nov 30, 2005 3:23 pm
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77545
- Wed Nov 30, 2005 1:38 am
- Forum: Other Game Design
- Topic: Sports - Between different empires
- Replies: 12
- Views: 2455
- Wed Nov 30, 2005 1:35 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17398
a dozen major vessels with maybe 20-30 support vessels + parasite fighters should be a *huge* battle. This is more than enough to be epic Sure enought. that makes 12 + 30 = 42. And extrapolating from there que would probably have around 400 figthers (averaging 10 figthers each). So basically yes, e...
- Sun Nov 27, 2005 10:12 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17398
The slot mechanism isn't totally decided, it was intended just serves as a guide to basic ship design and helps organize the information (UI) as oppose to a big fat list that sometimes the player forgets to put an engine on their starship. I think I preffer to have 2 lists (columns) one for main (c...
- Sun Nov 27, 2005 8:05 pm
- Forum: Other Game Design
- Topic: The Merchant Marine
- Replies: 79
- Views: 37652
It's not a hard concept to understand. No merchant will operate a business if there is no incentives or if the cost is greater than the gain. While the concept is true. I do see state-of-the-art thech applied on big corporations. Also, there are some other factors... for example, if space piracy is...
- Fri Nov 25, 2005 2:44 am
- Forum: Other Game Design
- Topic: The Merchant Marine
- Replies: 79
- Views: 37652
Just to create more chaos: A starlane entrance can have a defense meter? Does it make sense to have stationary bases so no matter from wich side your planet is atacked, only half of it at best can target the enemy (i.e: planets should also have arcs?)? What happens with outpost? Can I have defenses ...
- Wed Oct 26, 2005 2:58 pm
- Forum: Other Game Design
- Topic: Government/Leaders Idea
- Replies: 26
- Views: 4265
...but I'd prefer a game that has more than a slightly different version of what I've already played a thousand times. Well, I think most of the people here plan to do something GOOD before doing something NEW. A couple of new ideas are being considered, but if they make it into the game it will be...
- Tue Oct 25, 2005 2:41 pm
- Forum: Other Game Design
- Topic: Area Ships
- Replies: 7
- Views: 1855
No you don't. First, if they are all the same, then you can easily do group level commands, eg all marines use StimPack (from StarCraft). Bad spoken for me, of course I meant giving orders to each task force and not for each ship. I do demostrate how imperfect is my english every time :roll:. But w...
- Tue Oct 25, 2005 2:34 am
- Forum: Other Game Design
- Topic: Area Ships
- Replies: 7
- Views: 1855
I think we should do the same: making task force inclusive of type grouping. Task force is just for micro-managing purposes and should not have any game restraints. Agree. But still if you have several ships of the same type, you have to target manually for each one. The good of this aproach is tha...
- Sun Oct 16, 2005 8:25 pm
- Forum: Other Game Design
- Topic: Area Ships
- Replies: 7
- Views: 1855
I realize now that I should use an example, since I wasn't very clear... Say you have 300 small figthers, 6 long range destroyers and 30 medium bombers. (to be simple). You will want to assign the figthers to defend your bombers or destroyers, against enemy figthers or missiles, supposing there are ...