Search found 107 matches

by RonaldX
Sat Feb 12, 2011 6:07 am
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 2006

Re: Stockpiles

I want to make sure I understand this... Are you referring to "stockpiles" in general, as in whether or not you should be able to accumulate resources beyond a single turn's production whatsoever? Or are you referring to having individual planetary stockpiles? My personal preference is for an empire...
by RonaldX
Sun Dec 05, 2010 7:20 pm
Forum: Other Game Design
Topic: Regions
Replies: 18
Views: 1021

Re: Regions

This thread is like an homage to the dangers of realism creep.
by RonaldX
Tue Jul 06, 2010 1:12 am
Forum: Other Game Design
Topic: Meter Values vs. Resource Production
Replies: 10
Views: 1055

Re: Meter Values vs. Resource Production

Even if the population reached only 70, the player would find a bonus of x1.5 to be partially wasted, since the resource meter cannot exceed 100. Instead of giving racial bonuses directly to resource meters, IMO, they should simply modify the resource production calculation, multiplying the result ...
by RonaldX
Thu May 20, 2010 10:28 pm
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Re: Missile Targeting

My statement there was kind of a one-off joke about framerate. My more immediate concern is the ability of a missile to acquire a new target if the first is destroyed or goes missing before the missile gets to it. It is especially relevant for large launchers which fire more than one missile at a ti...
by RonaldX
Thu May 20, 2010 3:37 am
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Re: Missile Targeting

It will make large missile launchers that fire multiple rockets inefficient for use against swarms of smaller ships. Why fire 4 missiles at one ship when 1 hit will kill it, especially when ammunition is a finite resource? I'd be much more likely to use LR against a swarm enemy if I knew that extran...
by RonaldX
Thu May 20, 2010 2:37 am
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Re: Missile Targeting

Yeah, it makes sense, I just find it a little ugly considering missiles work on limited ammunition. Exploitation of that tactic could lead to a general player trend towards stacking tons of SR.. But that's balancing more than anything else. Having the missiles revert to dumbfire mode and flying in a...
by RonaldX
Tue May 18, 2010 11:29 pm
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Re: Missile Targeting

I was more referring to ships being able to duck into or out of areas on the battle map that increase stealth, such as an asteroid field.
by RonaldX
Tue May 18, 2010 12:14 am
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Re: Missile Targeting

How "real" guided missiles work is irrelevant, because this is game and not reality, True. The description, at any rate, was only posted to assist in determining the preferred behavioral archetype for these specific projectiles. - The player could lose visibility of any missiles which are en route ...
by RonaldX
Mon May 17, 2010 11:12 pm
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Re: Missile Targeting

To assist in this, I'm going to give a real brief synopsis of how a real guided missile works. A guided missile is composed of: 1) Warhead 2) Engine 3) Flight System 4) Targeting System The first two are self-explanatory. We upgrade those through making new payload types and faster engines. The flig...
by RonaldX
Mon May 17, 2010 2:37 am
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Re: Missile Targeting

I more or less agree with all of those. So the questions that remain are: 1) If a missile loses its target while "in flight", and there are no other enemies detected, what happens to it? Does it target a friendly, does it sit around in acquisition mode until a target shows up (or it runs out of fuel...
by RonaldX
Sun May 16, 2010 3:35 am
Forum: Other Game Design
Topic: Missile Targeting
Replies: 23
Views: 1249

Missile Targeting

The concept behind this came to me while reading the Battle Tactics page, but this is a tangent so I started a new thread. Obviously direct fire weapons are targeted at a visible enemy, are fired, and immediately strike the target. Missiles, however, have a transit time, speed, etc. They exist in sp...
by RonaldX
Mon Apr 05, 2010 3:27 am
Forum: Graphics
Topic: Mech artwork for ground combat
Replies: 5
Views: 1566

Re: Mech artwork for ground combat

Mad Dog, 60 ton Heavy Omnimech.

Primary Configuration
2x Clan LRM 20
2x Clan Large Pulse Laser
2x Clan Medium Pulse Laser

How many hours did I spend playing the battletech board game? I wouldn't even be able to tell you.

-Ty.
by RonaldX
Sun Apr 04, 2010 4:07 pm
Forum: Story
Topic: Reorganizing Species Descriptions (species Designers Read!)
Replies: 21
Views: 2598

Re: Reorganizing Species Descriptions (species Designers Read!)

The "Post Your Races Here" thread is locked, and we can't remove posts from it.

-Ty.
by RonaldX
Sun Apr 04, 2010 4:05 pm
Forum: Story
Topic: Scylior
Replies: 23
Views: 6543

Re: Scylior

First post updated to new format specified by viewtopic.php?f=7&t=4669.

-Ty.
by RonaldX
Fri Apr 02, 2010 12:20 am
Forum: Story
Topic: Alternate Backstory (with an eye toward Gameplay)
Replies: 73
Views: 9140

Re: Alternate Backstory (with an eye toward Gameplay)

MikkoM wrote:And in my opinion the same can be said about the monoliths too. Although it probably wouldn`t hurt if we could come up with some sort of a nice explanation for this too.
A wizard did it.

-Ty.