Search found 78 matches

by Ragnar
Fri Oct 01, 2004 2:00 am
Forum: Design Archive
Topic: Tech Categories List
Replies: 114
Views: 62264

I just read a bit more, and I think I prefer something more like this one from Utilae: -Environmental Sciences (inc. biology) -Social Sciences (inc. esp/diplo) -Economics (inc. mining, industry) -Construction (w/ some ship stuff) -Information Processing (inc. computers) -Space/Time Sciences I like ...
by Ragnar
Mon Sep 20, 2004 6:24 pm
Forum: Design Archive
Topic: Tech Categories List
Replies: 114
Views: 62264

1) Is Economics lumped with Industry and Mining? --If not, are Mining and Industry lumped? --If not, is Economics lumped with Sociology? None of the above, each is different: Mining, Economics, Sociology (Industry may be absorbed into others) 2) Is Diplomacy part of Sociology, Economics or somethin...
by Ragnar
Thu Sep 16, 2004 5:54 pm
Forum: Other Game Design
Topic: Flexible Complexity
Replies: 16
Views: 2415

I like the idea of many options and flexibility. I agree with davey. I would like to see good automation tools, which is really just a function of the user interface. Galactic Civilizations does a pretty good job of poping up menus to change ships or buildings from the main screen and allowing you t...
by Ragnar
Thu Sep 09, 2004 2:14 pm
Forum: General Discussion
Topic: We will Prevail!
Replies: 18
Views: 3689

Back up. Darn, now I have to go back to not getting any work done at work. While you were down I was able to catch up. Not that I'm posting this while at work, I wouldn never do that. :wink:
by Ragnar
Fri Aug 20, 2004 5:39 pm
Forum: Other Game Design
Topic: Picking Battles to Control Manually in Multiplayer
Replies: 24
Views: 5633

I would go with Impaler's latest version of the time allocation model. We definitely should only be able to see our battles available, not all battles available, when allocating time. If not, you could 'wargame' the allocation: f.e. if you were the guy with several battles against people with only o...
by Ragnar
Thu Aug 19, 2004 8:24 pm
Forum: Other Game Design
Topic: General Issues / "Feel" of Space Battles
Replies: 97
Views: 12949

I've been out of town and just now caught up on reading this entire thread. As ususal, I am generally in agreement with Davey, also with Geoff and Breadman. I would like to see the tactical combat as a combination of Total War, MoO3 and Star Wars: Rebellion (this one hasn't been mentioned yet). I th...
by Ragnar
Tue Aug 10, 2004 4:12 pm
Forum: Other Game Design
Topic: designed nature of exploration
Replies: 51
Views: 11189

Agreed. We can abtract the system survey ships into colony DPs gaining as the population grows to avoid micro. Of course, adding player controled scouts would get your discoveries quicker.
by Ragnar
Mon Aug 09, 2004 8:57 pm
Forum: Other Game Design
Topic: designed nature of exploration
Replies: 51
Views: 11189

You may have to (probably want to) leave defensive fleets in your systems. If we go with any bit of the MoO3 style pickets, we would have scouts in our fleets. These would add to the DPs each turn. This fits with Prokonsul Piotrus's idea that these DPs would also be used for your ability to gain tac...
by Ragnar
Mon Aug 09, 2004 8:41 pm
Forum: Off-Topic
Topic: fav sci-fi movies
Replies: 23
Views: 8030

Buckaroo Banzai
by Ragnar
Wed Jul 28, 2004 9:29 pm
Forum: Design Archive
Topic: Public Review: v0.30 Nuts and Bolts
Replies: 50
Views: 39750

It looks like the tech and production are going exactly like in HOI, with what was decided for the extra RP and PP. (By the way, you guys influenced me to go out and get HOI, great game!) With that: on the interface we should have a button to cancel but instead of a button to "prioritze" we should d...
by Ragnar
Wed Jul 28, 2004 5:54 pm
Forum: Other Game Design
Topic: designed nature of exploration
Replies: 51
Views: 11189

I just read this thread. Awsome idea. I totally agree with Drek and Geoff. I would like to see this implemented. You should also be able to build a building on your planets to give you more discovery or say you gain a DP bonus if your focus is research or there is a sector/empire capitol. Maybe you ...
by Ragnar
Tue Jul 27, 2004 9:58 pm
Forum: Design Archive
Topic: Public Review: v0.30 Nuts and Bolts
Replies: 50
Views: 39750

It looks really good. I have no major issues, couple of minor comments. On Health and nutrients: Why a +25 health for terrible? Unless there is some other common negative factor (besides starving and poorly fed) I am missing, you won't get below 20. I would think a terrible enviro colony would need ...
by Ragnar
Thu Jul 22, 2004 8:51 pm
Forum: Off-Topic
Topic: I'm going to Vegas.
Replies: 8
Views: 2855

I wish. We all know who's the real Commander at home! :( :wink:
by Ragnar
Thu Jul 22, 2004 8:20 pm
Forum: Off-Topic
Topic: I'm going to Vegas.
Replies: 8
Views: 2855

Vegas: The Family Vacation destination. I have a hard time saying that with a straight face. Lots of fun though. Up $120. Hurrah. Oh, come on. I need some help here. I'm trying to convince my wife to go sometime. For some reason she doesn't believe me when I say they have free baby sitting. :roll: ...
by Ragnar
Tue Jul 20, 2004 9:03 pm
Forum: Other Game Design
Topic: Conceptualizing Meters
Replies: 3
Views: 970

Good stuff, Drek. I think you're on the right track there. Maybe you could have a mouse-over tool tip pop up that shows the sprites and a +X beside them for all effects on each meter.