Search found 643 matches
- Thu Mar 02, 2006 10:42 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
Then if one player spent 10000PP building just small ships and another spent the same 10000PP on medium ships (or even a combination of sizes) then (assuming equal tech) the second player's fleet would be the stronger (in terms of combat strength). This is just what most previous games did and is w...
- Wed Mar 01, 2006 8:10 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
- Wed Mar 01, 2006 8:00 pm
- Forum: Other Game Design
- Topic: One species per planet.
- Replies: 52
- Views: 11418
I say the foreign race loses it's technology and racial traits and is idle when you first colonize or annex. then during tranistory period, the foreign race works as if there were your own citizens (with your traits and techs). any new population growth are your own citizens, and foreign races can't...
- Wed Mar 01, 2006 7:42 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21775
- Wed Mar 01, 2006 6:43 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
the rest of your post was very thoughtful, but I thought I'd have some insight into the last sentence above. I think Geoff is advocating player choice. Geoff (from my reading of previous posts) thinks that if a player puts all of his/her research into medium ships and fighters (tiny), and another p...
- Wed Mar 01, 2006 12:23 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
- Tue Feb 28, 2006 3:43 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21775
I quite like the idea of tracking fuel. It potentially adds quite a few new strategic elements to fleet organisation. sounds good, except for the micro part. I'd love to come up against the situation where your fleet becomes stuck behind enemy lines and doesnt have enough fuel to make it home. So y...
- Tue Feb 28, 2006 5:09 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
- Mon Feb 27, 2006 4:36 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
- Sun Feb 26, 2006 4:33 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21775
I'm not convinced that several different factors affecting fuel consumption for a ship is really that complicated, since it does just boil down to one number per ship... (I think...) one number per ship is a lot of numbers when you have thousands of them. you still have the merging and split fleet ...
- Sat Feb 25, 2006 5:59 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
we made a full circle geoff. okay, let first discuss what our battle landscape is like. becuase your way seems to have a landscape different from others, at least according to certain posts. do we want a roughly equal mixture of different sized ships? if the answer is yes, parallelism is need. if no...
- Fri Feb 24, 2006 5:40 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
If you want a roughly equal mixture of different sizes, the sizes must be researched in parallel Again, please explain what you mean by parallel as I asked in one of those linked posts. utilae got the idea right. basically a parallel tech looks like x1 -> x2 -> x3 -> x4 .... y1 -> y2 -> y3 -> y4 .....
- Fri Feb 24, 2006 6:53 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
Wouldn't that encourage players to have more smaller ships? The point of the above discussion about big ratios of effectiveness, and increasing effectiveness per unit cost with ship size, was to make it more effective to use big ships, so nobody would be able to make lots of small ships and compete...
- Thu Feb 23, 2006 10:58 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21775
i agree with tz. since you brought it up, now i guess it's a good time to decide. let's decide if we want another element into combat. and if so, as i mentioned before, we should consider integrating all the ideas like fuel, power, supply... together so we don't have a million things, and worst, ind...
- Thu Feb 23, 2006 10:50 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27676
I still say we should explore size parallelism. if you want 5 sizes, we can do 3 different sizes to parallel research from at start, then graduation add on another two parrallel research branches (the three sizes were just an example). the size could have roles built into. so for example, the small ...