Search found 97 matches

by Rapunzel
Wed Apr 26, 2006 8:36 am
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 3887

You are right, thinks don't get cheaper we just produce more, but if you have no ships alike it becomes more complicated to maintain them (keeping a stock of spareparts) as if they were all alike. That is why I suggested to make maintainace cheaper for ships that are very common in you Empire. For E...
by Rapunzel
Fri Apr 21, 2006 12:22 pm
Forum: Other Game Design
Topic: Multiple game modes (pseudo-KISS)
Replies: 2
Views: 1398

This sounds somewhat like the "Stategic Battle" Option in MoO2. This would mean the things are still in the game, but hidden to the Player. The KI should be able to take over these abandoned parts of the UI, but this sounds like having to build a new UI for this Game-Option, so I would assume that t...
by Rapunzel
Fri Apr 21, 2006 12:17 pm
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 8290

I think the disadvantage should be weak armour. So yeah, they explode in a flurry of blood and guts :) All right, that is a gross part of organic ships that wont get away :wink: But low armor is only important if it is imporatant in battle, so this should be somewat significant ... although I don't...
by Rapunzel
Thu Apr 20, 2006 1:48 pm
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 8290

Why not Mutate the DNA? :D Instead of upgrading an Organic ship you could simply feed it a mutagen that would cause it to turn into the newer ship. I try to look from the gamplay perspective where there have to be advantages and disadvantages. If there are only advantages there will only be Organic...
by Rapunzel
Thu Apr 20, 2006 7:37 am
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 8290

That is why I would say that Organic ships shouldn't be able to be refittet. The DNA plannes it all and if you want to refitt such a ship you would have to stitch ... but those kind of ships should have some advantage ...
by Rapunzel
Wed Apr 19, 2006 12:06 pm
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 8290

I think growing an organic ship is the best method of creating them. I agree. This way ships still take time to grow, and eat food in the process. Mixing and matching organic parts might be a bit too gory. Hmm may be, but "Star Trek" uses Organic Gel Packs in their circuits (as far a I remember). Y...
by Rapunzel
Wed Apr 19, 2006 7:51 am
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 8290

In SpaceWard Ho Organic Ships ate away Population (like in Lexx). That would be kind of cruel (but a possible solution) Additionally I would suggest, that upkeepcost for Organic fleets should be payed partially in food. Lots of food.
by Rapunzel
Tue Apr 18, 2006 6:32 pm
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 8290

There would be no Refitting these ships of course. :wink:

Growing ships could take very long, but could be cheaper ...
by Rapunzel
Fri Apr 14, 2006 12:19 pm
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 3887

Prototyping

I like the idea of taking x% of the building cost as Maintainance. You could add some fawour if you make the ships less expensive with every one you build. See it as a Prototype. The first ship is expencive, but then you know how to build it and have the infrasturcture, so the next one will be cheap...
by Rapunzel
Thu May 26, 2005 6:23 pm
Forum: Other Game Design
Topic: Religion
Replies: 39
Views: 6235

What would be the benefit to the game? Would there be any effect?
by Rapunzel
Wed May 18, 2005 11:13 am
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 3454

I like the idea of simple ships. I would like to create ships specifying only size, desired behaviour, 2 kinds of weapon it specialices (between beam, missile, figthers, torpedos, bombs and assault troops). Maybe also armor, shields and engines but have them by default on max. That would be identic...
by Rapunzel
Mon May 09, 2005 1:22 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 5890

just a little qustetion: who is edition the tech.xml anyway? I suppose I can't simply add some tech to the file, simply because i like it, there aught to be some restrictions on that way, arn't there? :?: So then the otehr question must be who ist chnging that file and under which condition, and wha...
by Rapunzel
Mon May 09, 2005 6:36 am
Forum: Other Game Design
Topic: artificial starlanes
Replies: 11
Views: 1913

The most useful / desirable shortcut would be between two adjacent systems that could be, but just happen to be not connected... so that instead of a one or two turn movement, you've got to go around a big loop and it takes 8 or 10 turns to get where you're going. After some thinking this seems rig...
by Rapunzel
Fri May 06, 2005 2:09 pm
Forum: Other Game Design
Topic: artificial starlanes
Replies: 11
Views: 1913

I figured that player-created starlanes would have to lie on the same potential starlane pathes as the ones at the start of the game: the lines of the Delauney triangulation. This would ensure that no crossed lanes occur. This would mean, that the player can't choose the start-/end-star freely acco...
by Rapunzel
Fri May 06, 2005 1:57 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 13507

Sigh, one thing I don't like about these indirect control systems is that the AI has to be good, otherwise I'm gonna want to step in and takeover, cause the AI is doing a bad job. Also if it's mean't to be simple conbat in this thread, then does the AI come under simple, no probably not. Exactly my...