Search found 724 matches

by Daveybaby
Tue Aug 04, 2009 3:51 pm
Forum: Strategy Games
Topic: Gratuitous Space Battles
Replies: 3
Views: 3105

Re: Gratuitous Space Battles

I think Josh is somehow involved in this He was lured away from here, hehe Heh, i'm sure he's got time to work on a couple more games and come back to FO with plenty of time to help out before it's finished in 2031 :wink: Too bad there isn't much(anything?) to decide during the battles. True, but I...
by Daveybaby
Tue Aug 04, 2009 11:08 am
Forum: Strategy Games
Topic: Gratuitous Space Battles
Replies: 3
Views: 3105

Gratuitous Space Battles

First time i've posted here in ages, but saw this recently and thought of you guys: http://positech.co.uk/gratuitousspacebattles/ Watch the video and if you arent drooling by the end of it there is clearly something wrong with you. I'm kinda hoping they will license the engine out as an 'off the she...
by Daveybaby
Fri Apr 27, 2007 9:14 am
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 13633

So at the risk of re-entering the Role discussion (that I didn't read), I'll just say that Stars/Slots are very role oriented. You can only do what the game designers want/forsaw. I agree - I dont see much benefit in not having stongly defined ship roles, but then implementing a slot based system. ...
by Daveybaby
Tue Apr 24, 2007 12:24 pm
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16508

Kharagh wrote:4-6 Differrent ship shapes with bonuses according to common sense and physics
Should save the 3d modelling people quite a bit of time :wink:

[edited by Geoff]
by Daveybaby
Tue Apr 24, 2007 11:15 am
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16508

I think we could go as low as 30 different hulls, total. Assume 5 sizes. (if desired, I'm okay with either 4, or 6, also) I think you could probably get away with having just 3 hull sizes per role, assuming theyre not the same 3 sizes for all roles. i.e. a medium scout would be smaller than a mediu...
by Daveybaby
Wed Apr 18, 2007 12:06 pm
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16508

Utilae, as usual, i see things as completely the opposite way round. :P Role specific involves the greater learning curve - it forces the player to think about the roles and how to use and counter them - because the other players in the game are also going to be using a variety of ships roles. Non-r...
by Daveybaby
Tue Apr 17, 2007 5:41 pm
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16508

Yeeha wrote:Defining ship role by % modifiers is bad imho, i think much better would be with ship slots. Explorer(scout) has more engine slots, few weaponslots for example.
Never been a big fan of ship slots in design - didnt like them in Imperium Galactica, Didnt like em in in SoTS either.
by Daveybaby
Tue Apr 17, 2007 12:44 pm
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16508

Why would the player ever bother trying to think of how to design their ship when they can choose the PD hull, LR hull, Carrier etc and then just fill that hull with the hulls favourite weapon This is exactly what they would do anyway if there wasnt any hull specialisation. At least this way youre ...
by Daveybaby
Tue Apr 17, 2007 9:42 am
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16508

Um, well you don't really go into much detail as to why this is a good idea, or how it's an especially good answer to "encourage diverse ship designs". The main point of my idea is to try to define a specific set of ship roles and encourage the player to use ships in those roles. The reasons for th...
by Daveybaby
Tue Apr 17, 2007 9:16 am
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 26932

Note: "KNOWN" :p makes me wonder how many they don't know about. As we know, There are known knowns. These are bugs we know we know about. We also know there are known unknowns. That is to say we know there are some bugs we do not know about. But there are also unknown unknowns, the bugs we don't k...
by Daveybaby
Mon Apr 16, 2007 1:25 pm
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 16508

I'm in favour of having role-specific hulls - but i think that there should also be a generic 'put anything you want in it' hull. In fact, i think you should be able to put anything you want in any sort of hull, so if you want to add some fighter bays to you battleship design then you can do so - bu...
by Daveybaby
Fri Apr 13, 2007 9:25 am
Forum: Strategy Games
Topic: List of all space 4X games
Replies: 111
Views: 71711

I'm not sure if this actually counts as 4x (well, in fact i'm positive it doesnt), but this game is basically the Moo/FO concept stripped down as far as it can go - GalCon . Games typically last 1 or 2 minutes maximum. I've actually found it quite instructive - if you play the demo for a while you w...
by Daveybaby
Fri Apr 13, 2007 9:12 am
Forum: Off-Topic
Topic: Avatars— please
Replies: 34
Views: 19684

IIRC you can only use avatars hosted off-site (phpBB has the option to let you upload an avatar but i dont think the FO forums have this enabled) - this is more likely to be the main impediment to people using avatars, rather than coming up with an image. So if you offer to host people's avatars for...
by Daveybaby
Fri Apr 13, 2007 9:06 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 14542

One of the main purposes (besides AI simplification) of having Starlanes is to provide "strategic bottlenecks". This function would be compromised if a fast fleet can simply fly past the defenders, and right to an empire's core worlds. Well, that sounds like a Good Thing to me - this means that a d...
by Daveybaby
Thu Apr 12, 2007 3:10 pm
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 14779

IMO at this stage it should be pretty much irrelevant whether combat is rendered in 3D or not (assuming we're not going for homeworld style full 3D movement) - the combat resolution engine should be the thing to worry about - and it should be something that works equally well with a simple 2 polygon...