Search found 20 matches

by spottboy
Wed Sep 19, 2007 4:32 pm
Forum: Other Game Design
Topic: They aren't all weapons, but I had some ideas...
Replies: 2
Views: 920

They aren't all weapons, but I had some ideas...

Lostech Archaeology By researching this, a civilization is able to increase research production on worlds with an ancient ruins icon by 5 points. 50/15 to research. Lostech Fleet This random event gives the civilization discovering it a random (1-10) number of ancient ships. These ships provide a s...
by spottboy
Sun Sep 02, 2007 5:01 am
Forum: Design Archive
Topic: Shipyards
Replies: 36
Views: 31164

Re: Shipyards

1. Shipyards? Yes. They help to limit where you can build, which is a significant strategic point. Shipyards are a relatively cheap orbital that isn't available until the system is fully populated, because no player should be able to conquer a single planet in a contested system and use it to build ...
by spottboy
Sun Sep 02, 2007 4:39 am
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 10734

Re: organic ships

I didn't say they don't breathe. I said that they would work in a symbiotic relationship with the crew. Read my post again.

otherwise, I like what you said.
by spottboy
Sun Sep 02, 2007 4:35 am
Forum: Other Game Design
Topic: Lunar bodies and other dead horses
Replies: 30
Views: 4751

Re: Lunar bodies and other dead horses

If you are going to treat moons as a separate type (randomly determined), then you of course will have to adjust the effects of the planet to reflect the moon type. A race at home on barren worlds would of course find Luna rather hospitable. So you would have to add the code you needed for the moon ...
by spottboy
Mon Aug 27, 2007 8:23 pm
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 10734

Re: organic ships

Not that this should influence game design at all, but some backstory: 1. Breathing. This assumes that the ship is animal. it would be much more efficient if it was plant in origin. If so, the ship's need for carbon dioxide would offset our own need for oxygen, making the crew an essential part of t...
by spottboy
Mon Aug 27, 2007 7:30 pm
Forum: Design Archive
Topic: Ship Apperance / 3D Models / Designs
Replies: 70
Views: 53704

Re: Ship Apperance / 3D Models / Designs

How many models is too many? That is the real question as I see it. Let me put in my worthless 2 cents. If FO is going to have 5-6 combat ship types, plus 2 for the scout and colony ships, that gives us a base of 7-8 designs to model. If the 5-6 combat ship types are customizable, the outer appearan...
by spottboy
Mon Aug 27, 2007 7:13 pm
Forum: Top Priority Game Design
Topic: v0.4 Roadmap
Replies: 31
Views: 31208

Re: v0.4 Roadmap

You could run a popularity poll on it. Have the members of this forum rank the features in order of importance (to them). Then rank the technical difficulties of implementing those features, and add the two ranks. This should give you a combined score list. Then just implement the features you (the ...
by spottboy
Sat Aug 25, 2007 9:59 pm
Forum: Story
Topic: Don't Post your races here. Put them in their own Thread.
Replies: 38
Views: 55675

Re: Post your races here.

Name: Kibosch Planetary preference: Terran (their homeworld is a Huge Terran type planet) Description: Humanoid; mammalian; average height around 2 meters for males, 1.9 meters for females; body is densely constructed due to the 2G gravity of their native world; reproduction is sexual, with lifetime...
by spottboy
Sat Aug 25, 2007 6:42 pm
Forum: Other Game Design
Topic: Ship suggestions
Replies: 9
Views: 1394

Re: Ship suggestions

Hey, if it's settled, it's settled.
by spottboy
Sat Aug 25, 2007 4:21 am
Forum: Other Game Design
Topic: Ship suggestions
Replies: 9
Views: 1394

Re: Ship suggestions

One more thing. Ships cost industrial production to build, but money to operate. If the player's trade is negative and they have no reserve to draw from, the war ships cannot move and will only fight if attacked. That should prevent small nations from building huge fleets to conquer with instead of ...
by spottboy
Sat Aug 25, 2007 4:08 am
Forum: Other Game Design
Topic: Ship suggestions
Replies: 9
Views: 1394

Ship suggestions

Category 1: standard ships Standard ships are the basic group, and give you the most bang for your buck. They originally come available in four sizes, but tech advances make up to 5 more available. Cannot detect stealth ships after first stealth tech is researched, unless counter stealth sensors of ...
by spottboy
Sat Aug 25, 2007 3:04 am
Forum: General Discussion
Topic: The ongoing debate about ship sizes
Replies: 16
Views: 3871

Re: The ongoing debate about ship sizes

Something similar happened in World War II. The United States won for many reasons, but historians agree that the rate of production was among the most significant factor. To focus in further, the M4 Sherman only beat the German tanks in one category: automotive reliability. Facing a Tiger tank in a...
by spottboy
Sat Aug 25, 2007 2:42 am
Forum: Other Game Design
Topic: Lunar bodies and other dead horses
Replies: 30
Views: 4751

Re: Lunar bodies and other dead horses

i was originally in favor of having moons. But then i tried to create a mock-up, and it just complicated the system interface. But the thing that totally killed the idea for me is the total redundancy of moons in the game. We have up to 10 planets per system. 10 times the amount in MoO1, and double...
by spottboy
Wed Aug 22, 2007 4:34 am
Forum: General Discussion
Topic: The ongoing debate about ship sizes
Replies: 16
Views: 3871

The ongoing debate about ship sizes

It seems to me that an awful lot of energy is being spent on this debate in the brainstorming forums. While I don't want to interfere with the creative process... 1. Ships traditionally start out small and get bigger as new technologies are developed. 2. Ships can become too big sometimes. Japan inv...
by spottboy
Wed Aug 22, 2007 3:56 am
Forum: Other Game Design
Topic: Lunar bodies and other dead horses
Replies: 30
Views: 4751

Re: Lunar bodies and other dead horses

I was actually thinking how much fun it would be to have more available space for colonization in a system with moons, but at least I gave you guys some details instead of saying "wouldn't that be cool?" I wasn't really worried about reality so much. You have a cool game here. Add what you...