Search found 20 matches
- 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: 925
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...
- Sun Sep 02, 2007 5:01 am
- Forum: Design Archive
- Topic: Shipyards
- Replies: 36
- Views: 31305
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 ...
- Sun Sep 02, 2007 4:39 am
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10828
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.
otherwise, I like what you said.
- Sun Sep 02, 2007 4:35 am
- Forum: Other Game Design
- Topic: Lunar bodies and other dead horses
- Replies: 30
- Views: 4775
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 ...
- Mon Aug 27, 2007 8:23 pm
- Forum: Other Game Design
- Topic: organic ships
- Replies: 58
- Views: 10828
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...
- Mon Aug 27, 2007 7:30 pm
- Forum: Design Archive
- Topic: Ship Apperance / 3D Models / Designs
- Replies: 70
- Views: 53953
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...
- Mon Aug 27, 2007 7:13 pm
- Forum: Top Priority Game Design
- Topic: v0.4 Roadmap
- Replies: 31
- Views: 31453
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 ...
- 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: 55995
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...
- Sat Aug 25, 2007 6:42 pm
- Forum: Other Game Design
- Topic: Ship suggestions
- Replies: 9
- Views: 1400
Re: Ship suggestions
Hey, if it's settled, it's settled.
- Sat Aug 25, 2007 4:21 am
- Forum: Other Game Design
- Topic: Ship suggestions
- Replies: 9
- Views: 1400
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 ...
- Sat Aug 25, 2007 4:08 am
- Forum: Other Game Design
- Topic: Ship suggestions
- Replies: 9
- Views: 1400
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 ...
- Sat Aug 25, 2007 3:04 am
- Forum: General Discussion
- Topic: The ongoing debate about ship sizes
- Replies: 16
- Views: 3876
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...
- Sat Aug 25, 2007 2:42 am
- Forum: Other Game Design
- Topic: Lunar bodies and other dead horses
- Replies: 30
- Views: 4775
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...
- Wed Aug 22, 2007 4:34 am
- Forum: General Discussion
- Topic: The ongoing debate about ship sizes
- Replies: 16
- Views: 3876
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...
- Wed Aug 22, 2007 3:56 am
- Forum: Other Game Design
- Topic: Lunar bodies and other dead horses
- Replies: 30
- Views: 4775
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...