Search found 26 matches

by Airshipjones
Mon Sep 18, 2006 7:32 pm
Forum: Other Game Design
Topic: Random events questions and some ideas
Replies: 27
Views: 4050

Not sure where I remember this from

But one game had the concept of frontier worlds (emphasis on growth and development), border worlds (high defenses), and core worlds (emphasis on research and large projects)
by Airshipjones
Wed Sep 13, 2006 9:49 pm
Forum: Design Archive
Topic: Space combat: next steps
Replies: 28
Views: 22510

I like the idea of the ship shapes as well

I had thought of something like that as well, but I was thinking of it more from the propulsion and detection/defense capabilities. Ships with a narrow design will be harder to detect and hit, but will not use space as effeciently. The spherical ships will have the maximum space (great for dreadnoug...
by Airshipjones
Mon Sep 11, 2006 8:20 pm
Forum: Other Game Design
Topic: Lightspeed & Combat (Range)
Replies: 4
Views: 1427

Solar system wide defense and range/timeframe

I am a big advocate of varying the timeflow so that we can keep the rate of travel consistence, but still keep the play moving along. This allows for combat across an entire solar system, and for weapons effects moving at LS to to be essentially ignored. I think the only faster than LS movement shou...
by Airshipjones
Thu Sep 07, 2006 10:22 pm
Forum: Design Archive
Topic: Space combat: next steps
Replies: 28
Views: 22510

Think of it as templates of defaults

The actions should be able to be overidden at any time, but if the play choses not to (s/he think the set-up will work), then they can let fly. In games like Baldur's Gate and that ilk, you can set very limited versions of this where the template sets the formation, and the default weapons. The idea...
by Airshipjones
Thu Sep 07, 2006 8:15 pm
Forum: Other Game Design
Topic: Carriers?
Replies: 13
Views: 1904

I'm all about the Carriers

I think Carriers are a key element in large scale air superiority/naval style warfare. The ability to have many small fighter/bombers which can attack/intercept keeps the fleet safe and adds a huge firepower and tactical advantage to the fleet which uses them. I agree the fighter and bombers should ...
by Airshipjones
Sun Sep 03, 2006 10:03 am
Forum: Other Game Design
Topic: AI behaviors
Replies: 33
Views: 4823

I like the idea

It would be nice to have spies reporting info on disinformation campaigns by other races. Knowing what they are lying about tells what is important to them, since they are lying about it. If they lie about productivity, or farming output, then they may have a weakness there, or they may be growing f...
by Airshipjones
Sun Sep 03, 2006 9:56 am
Forum: Other Game Design
Topic: Uplift
Replies: 44
Views: 7742

Oh, I agree

Just so long as a megolamaniacal Warlord from several centuries ago doesn't get ahold of it and misuse it.
by Airshipjones
Sun Sep 03, 2006 9:53 am
Forum: Other Game Design
Topic: planet balancing
Replies: 35
Views: 6266

Thanks, I did

It is a definite improvement. Though I did still generate (on the first try tonight, haven't tried any more yet) several systems with 2+ terran planets. I guess I am expecting something more like MOOII, with more Barren planets. Does that seem unrealistic/unreasonable? I don't know if makes that muc...
by Airshipjones
Sun Sep 03, 2006 5:10 am
Forum: Other Game Design
Topic: planet balancing
Replies: 35
Views: 6266

Thanks, I will play around with it

I wasn't sure how far this had been taken. I will be glad to twiddle with it and see if I can get something that seems right and share it for input.
by Airshipjones
Sun Sep 03, 2006 4:41 am
Forum: Other Game Design
Topic: Galactic News
Replies: 22
Views: 4225

I would like to second Impaler's idea

Whether or not it is animated isn't important to me. But having the tabs for organizing the reports and having that info would be great. I think that if the info comes from races you have not met yet, then it should be less reliable, and/or cost money/PP/RP or something to get.
by Airshipjones
Sun Sep 03, 2006 4:26 am
Forum: Other Game Design
Topic: AI behaviors
Replies: 33
Views: 4823

AI Knowledge

I don't think the AI, just like the other players, should have special knowledge of the players assets and movements. I think that knowledge of technologies, ships, their capabilities, locations, movements, or just about anything else. I think that sensors should allow one to estimate ship mass, pow...
by Airshipjones
Sun Sep 03, 2006 3:48 am
Forum: Other Game Design
Topic: planet balancing
Replies: 35
Views: 6266

Hmmm,

Maybe I just need to try running a few more games. But in the 5-10 games I have set-up/played with on the latest version, I have seen a lot of systems with 2 Terran planets (sometimes with one near the inner track and one near the outer track). I have also seen quite a few system with 3+ planets tha...
by Airshipjones
Sun Sep 03, 2006 3:27 am
Forum: Other Game Design
Topic: Phased Time (aka Simultaneous Turn Based) Space Combat
Replies: 16
Views: 4824

This is supposed to be a 'Brainstorming' forum, right?

I was suggesting ideas, things we can pick and chose from. No, I wouldn't want the radar screen as the primary display necessarily (though if type of display Harpoon could be modified by someone to come up with a way to make it look better/zoomable, maybe...). But I don't think the scalable zoom fea...
by Airshipjones
Sun Sep 03, 2006 3:19 am
Forum: Other Game Design
Topic: Uplift
Replies: 44
Views: 7742

Just so long as it works

We don't want another genesis device screw-up, now do we?

:)
by Airshipjones
Sun Sep 03, 2006 3:15 am
Forum: Other Game Design
Topic: Ships, Fleets, Roles, and Objectives
Replies: 6
Views: 2109

I am using standard military (Naval) practice

Because, well, it works. This is not to say that other models should not be supported, but that a model that supports a battle group should be supported. The reasons it works are many and varied, but they are supported by decades of military practice and study. I think that fleets of uniform mid-siz...