Search found 163 matches

by IConrad
Tue Jun 23, 2009 10:51 pm
Forum: Off-Topic
Topic: One Word Story/Association Thread
Replies: 76
Views: 20821

Re: One Word Story/Association Thread

to numb
by IConrad
Tue Jun 23, 2009 6:19 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

But I still don't get the business of regions. Not only is it creating a logical disconnect (FO planets don't have regions), but it makes the whole system look hairy and complex without actually managing to add anything of substance to it. It accomplishes a few minor things which are beneficial fro...
by IConrad
Tue Jun 23, 2009 5:27 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

I don't know -- I'm personally fond of the idea of having all combats resolved simultaneously through the same engine. As long as you make it clear that there's no controlling or giving orders for what's going on, on a planet... then you're set to have both occur at the same time.
by IConrad
Tue Jun 23, 2009 4:44 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 6745

Re: Preliminary Ground Combat Proposal

I'm not so sure I like this idea of my regions, their regions. I'd prefer something more along the lines of fighting in every region at once. Its messy and uncoordinated :) Well, keep in mind that... at least with what *I* suggested, the zones are only measured by who is in control -- not whether o...
by IConrad
Tue Jun 23, 2009 4:39 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

The disadvantage of that is that it implies that you have some level of detailed control over ground combat. And That I think is the key difference. I fail to see how that is implied at all from my suggestions -- especially when I am suggesting that we abstract out to nothing higher than "how ...
by IConrad
Mon Jun 22, 2009 11:36 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 6745

Re: Preliminary Ground Combat Proposal

Ofcourse that means that that minigame shouldnt be very fastpaced or shouldnt need immediate responce to every enemy action Oh, I don't know. MoO and MoO II did quite well with the only inputs being how many troops you sent to the planet. There's really no reason for anything more input-wise from t...
by IConrad
Mon Jun 22, 2009 7:12 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 6745

Re: Preliminary Ground Combat Proposal

There's a way to keep ground combat highly abstracted without having to totally reduce ship-to-ship combat. I've suggested it in the ship-capturing thread with current activity. Basically, it works like this: You treat a planet as being, for intents and purposes, a large number of ships each of whic...
by IConrad
Mon Jun 22, 2009 7:03 pm
Forum: Off-Topic
Topic: One Word Story/Association Thread
Replies: 76
Views: 20821

Re: One Word Story/Association Thread

parsimonious
by IConrad
Mon Jun 22, 2009 5:31 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

Re: The boarding of planets -- Well, yes... you could make the difference come across in the sheer number of defending units on a planet. I.e.; unless you send a //fleet// of specialized boarding units, you would run into the problem of simply not having anywhere near enough troops to make a dent in...
by IConrad
Fri Jun 19, 2009 9:40 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

Temporary meters works for me. To save screen space and make the boarding action significantly different, perhaps it could be a "ring" meter that appears above ships being boarded, and *only* over ships/planets in the process of being boarded? Also, the idea of planets being boarded in ord...
by IConrad
Thu Jun 18, 2009 6:22 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

2) The two limits help ensure you don't have the wierd situation of ... I send 50 hp over... I now have a 150 hp ship? Essentially ensurong that the Cost multipler is always higher than the benefit multiplier (note: the other main benefit is that you eliminate enemy ship hp) I was thinking of a sit...
by IConrad
Wed Jun 17, 2009 9:13 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

HP my ship must spend to 'Board' = Enemy ship HP * Cost Multiplier (multiplier is Always More than 1) HP the newly captured ship has = Enemy ship HP * Benefit Multiplier (this multiplier is Always Less than 1) I don't know about those having to always be less than one. I could think of a good examp...
by IConrad
Tue Jun 16, 2009 6:03 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

A thought occurs to me in reading the updates to this... a simple(r) way to balance ship-capturing in terms of its impact in a given battle: Do not immobilize a ship captured during a given combat. Instead, do something altogether different: When you send boarders to another ship, you are firing off...
by IConrad
Tue Jun 09, 2009 11:43 pm
Forum: Other Game Design
Topic: Ship Types(An alternative to simple sizes)
Replies: 11
Views: 1901

Re: Ship Types(An alternative to simple sizes)

"It's too pigeon-holey" The word you're looking for is... ssssymbolisssmm... (says Willem DeFoe) Or, you know, sequestering or disenfranchising. I //do// like the idea of self-sustaining colonies on a mobile platform of some form. (City in the stars...) It would even be interesting to see ...
by IConrad
Tue Jun 09, 2009 6:40 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 7070

Re: Capturing ships, disabling ships, immobilizing ships.

I, for one, am actually rather fond of the idea of in-combat transport pods... the ubiquitous assault-shuttles. These would be slower and would be obvious for what they are, somehow, on the screen, giving a player the opportunity to target them explicitly. This would then mean that you'd need point-...