Search found 234 matches

by Ranos
Fri Apr 04, 2008 1:13 am
Forum: Top Priority Game Design
Topic: Combat: When to Fight?
Replies: 42
Views: 33738

Re: Combat: When to Fight?

Why not - it will be better when I can play my tactics againts (selected) simulated players ship/fleet. Designs are known or this option can be affected by Espionage - better know your enemy, better prepare your tactics. So as a implication of this it will be better to have a fleet tactics for this...
by Ranos
Sun Mar 30, 2008 7:25 pm
Forum: Top Priority Game Design
Topic: Combat: When to Fight?
Replies: 42
Views: 33738

Re: Combat: When to Fight?

Edited by Geoff. Removed stuff went here . So the main point here is to reduce/eliminate the amount of time players have to wait while others do battle. [...] The other option is to let players who are done with their battles or have no battles to start their turn. They would be able to do everythi...
by Ranos
Sun Mar 30, 2008 6:41 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 91162

Re: Simulating Citizens

Been a long time since I was on these forums but I decided to visit and see what was going on with the project. On the subject of Happiness and Allegience vs. just Allegience, I think having two distinct meters will give more options and better show the state of affairs on the planet than just one m...
by Ranos
Sat Dec 25, 2004 3:34 am
Forum: Other Game Design
Topic: Animated Todying, Groveling Assistent Wanted
Replies: 13
Views: 2961

This is a great idea!! i have one word for this idea. 'no'. or if you for some IDIOTIC reason want to spend valuable resources on something like that, make it optional, and by default OFF! You're just always so polite discord. Lets practice being nice to people. Here's a little test that anyone can ...
by Ranos
Sat Dec 25, 2004 3:25 am
Forum: Other Game Design
Topic: Ship Designs
Replies: 18
Views: 4559

I agree with most of the points we have established Design is Stars! oriented with slots rather then Moo oriented with "Space/Size" ratings Templates are hard to make and require Research (thier essentialy research projects that fall outside of the normal tec tree and are player designed)...
by Ranos
Fri Dec 03, 2004 9:19 am
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 20627

When you use the word 'morale,' are you talking about morale from another thread, can't remember which, where defeats and victories influence your poupulation or are you talking about loyalty? IMO, morale, as in morale from the other thread, should be one factor based on victories and defeats in bat...
by Ranos
Thu Dec 02, 2004 8:31 am
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 20627

My understanding is that there are two aspects being talked about here. One is the production effect that a large empire causes i.e. the larger the empire, the more pp something takes to build. The other is the loyalty of outlying colonies in your empire. These should work in two separate ways but b...
by Ranos
Sun Nov 28, 2004 5:31 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23003

I want counter differences, but mainly weapon style/delivery system. Differences like how a wave expands like a ring and how a beam makes a line to the target and how a missile flies at the target and follows the target. I guess the way the weapons look, because this makes the weapon feel more diff...
by Ranos
Sun Nov 28, 2004 6:56 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23003

There is no strategy here. If players realise that refinements give them little reward compared to moving forward researching applications getting new weapons as well as the replacement laser application, then they will never go for refinements. If there is a path that is clearly superior, then pla...
by Ranos
Sat Nov 27, 2004 11:59 pm
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 17114

In real life, yes, we know that we have to take this island/planet before going on to the next or there is the possibility of getting attacked from the rear or having your supply lines messed up. The problem is, that programming an AI requires you to set priorities and rate those priorities. The gam...
by Ranos
Sat Nov 27, 2004 7:53 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23003

For the moment, I am going to ignore most of the posts that have been made since my last one. I want to better define my arguments for why refining should be limited and why there should be weapons that are almost identical to other weapons. Last time I posted my arguments, I used a realism argument...
by Ranos
Fri Nov 26, 2004 1:31 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33051

@ atma Most of what you posted seems to complicate not only the ship designing process but the actual building of it. When you desing a ship, you move items around, add and remove items and whatever else we have in the ship design process. Once you click on the complete button, that ship design is s...
by Ranos
Fri Nov 26, 2004 1:18 am
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 20627

Another way to look at it is with terminology used in a couple of games. The economic one is Heavy Foot of Government or HFoG which is from MOO3 maybe another game used it first but that is the game I know of that it came from). The other is corruption which the Civ series used. Instead of corruptio...
by Ranos
Fri Nov 26, 2004 12:40 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23003

Geoff and Piotrus posted while I was writing my post. I have one of my long posts almost ready to answer most of questions raised here. Short version is: * if new techs are diffrent, but not more powerful, what is the point of researching them at all? I agree on that point completely. Now I agree th...
by Ranos
Fri Nov 26, 2004 12:05 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23003

Why is it that when someone makes arguements against something that somebody can't counter, they start using Realism Arguement, KISS or some the equally lame excuse as a reason why that persons points are invalid? Funny, you used realism arguments. :wink: You misunderstood. What I was trying to say...