Search found 643 matches

by skdiw
Mon Feb 25, 2008 6:20 am
Forum: Top Priority Game Design
Topic: Content: High-Level Strategic Options
Replies: 26
Views: 14133

Re: Content: High-Level Strategic Options

perhaps this idea is related and more general: quantity vs. quality you can opt to have lots of ineffective planets or a few highly productive planets. ship can be mass and easily destroyed or capital ships with special abilities. i guess expansion and production goes with quantity; tech and develop...
by skdiw
Mon Feb 25, 2008 6:14 am
Forum: Strategy Games
Topic: sins of a solar empire
Replies: 3
Views: 2438

sins of a solar empire

anybody tried sins of a solar empire just recently release? how's the game? what are the pros and cons? how does the gameplay and fun factor compare to moo? the reviews looks pretty nice so far.
by skdiw
Tue Oct 02, 2007 11:10 am
Forum: Other Game Design
Topic: Space Mines?
Replies: 10
Views: 1322

Re: Space Mines?

thought about the idea before. killed the idea because it would add another "type" of ship, which is already overcomplicated. i don't think you will want a "mine layer" to already a long list of types and roles of ships. i think mines as a passive defense purposes is more than good enough and compli...
by skdiw
Tue Sep 18, 2007 3:34 am
Forum: Top Priority Game Design
Topic: v0.4 Roadmap
Replies: 31
Views: 11855

Re: v0.4 Roadmap

i just want to make sure we all know that we could develop a broad platform for such detailed features such as shield facing for future mods, and not included in the 1.0 release. If there's a feature we don't intend to use before 1.0, then it's best to leave it alone and consider adding it after 1....
by skdiw
Fri Sep 14, 2007 1:51 am
Forum: Top Priority Game Design
Topic: v0.4 Roadmap
Replies: 31
Views: 11855

Re: v0.4 Roadmap

i just want to make sure we all know that we could develop a broad platform for such detailed features such as shield facing for future mods, and not included in the 1.0 release. my second point is that while it might be a more than a mouthful to handle features such as stealth, speed, terrain, and ...
by skdiw
Mon Aug 27, 2007 2:24 am
Forum: Top Priority Game Design
Topic: v0.4 Roadmap
Replies: 31
Views: 11855

Re: v0.4 Roadmap

nothing wrong with bottom-up design approach, then review how the features work together. or perhaps leaves some ideas for expansions or mods so we could crank FOv.4 out. all those features appear like a huge wad to me. there only so much flavors you can stack on an ice cream cone before everything ...
by skdiw
Mon Aug 27, 2007 1:51 am
Forum: Top Priority Game Design
Topic: v0.4 Roadmap
Replies: 31
Views: 11855

Re: v0.4 Roadmap

I see a lot of threads relating to combat features such as fuel, supply, ship sizes, shield facings, travel speed... what i'm worrying about is how effective are these feature work together as part of FO as a 4X as a whole? it appears there are many redundancies in mechanism and complex if all the f...
by skdiw
Tue Apr 24, 2007 10:26 am
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16511

i think it would be fine there there was one and only one role neutral hull and the player stuff whatever onto the ship to create the ship role desire. the drawback could be that one hull may be too boring as we are accustom to see a variety of troops on the battlefield. if there are graphical feedb...
by skdiw
Mon Apr 23, 2007 11:36 am
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 14782

So... for FreeOrion, the point is that we need to have a similar ebb and flow over the course of a game, between advantage to attack and advantage to defense or turtling. We don't have any simple analogue to day or night, or CO powers on a strategiscale. So, likely we'll want the balance of each pl...
by skdiw
Mon Apr 23, 2007 10:23 am
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16511

just an idea, how about you have an option or techs that either increases the space you can pack into a hull or each duplicate component gets a reduction in space used and cost. so basically a player can chose whether he build general type ships or role ships. we already have weapon rps, do we reall...
by skdiw
Mon Mar 05, 2007 9:17 am
Forum: Other Game Design
Topic: Request for Comments: Ship Design
Replies: 89
Views: 8912

if the tech progression is small hull -> medium -> larger -> huge, then it's necessary that the bigger hulls are better the predecessor. No, that's not necessary. As long as each hull size has certain properties or jobs that it's best at, there will be a use for all hull sizes and a reason to build...
by skdiw
Sat Mar 03, 2007 4:35 am
Forum: Strategy Games
Topic: Galatic Civilisations 2?
Replies: 11
Views: 3475

they added more to esponiage, astroid fields that you can mine on the strategic map, super abilites, more customization of your opponents, rebalanced ability points, and campaign of course.
by skdiw
Sat Mar 03, 2007 3:52 am
Forum: Other Game Design
Topic: Request for Comments: Ship Design
Replies: 89
Views: 8912

eliminate the problem of traditional design where the player just stacks the latest tech onto their biggest hull. From the first post, Each [ship] size will likely have different advantages and disadvantages in and out of combat, none being the best at everything or particularly better than the oth...
by skdiw
Tue Feb 27, 2007 6:00 am
Forum: Other Game Design
Topic: Request for Comments: Ship Design
Replies: 89
Views: 8912

* Should ships have more than one type of weapon on them? Having more than one weapon requires a way to pick which to use in a given situation, which compilicates the UI. Having only one or more than one weapon of significantly different strategic role or range on a single ship would affect the str...
by skdiw
Mon Feb 26, 2007 8:56 am
Forum: Other Game Design
Topic: Request for Comments: Ship Design
Replies: 89
Views: 8912

This is a loaded question with many design possibilities and preferences. Here are a few creative possibilities I thought of: Design I: Ship battles is designed and determined at a fleet and tech level. It means that you don’t load specific modules or weapons onto a ship, but rather, you research pr...