Search found 161 matches

by Robbie.Price
Mon Apr 13, 2009 12:54 am
Forum: Other Game Design
Topic: Baby Space Monsters!
Replies: 42
Views: 5978

Re: Baby Space Monsters!

Robbie, I don't mean to be rude, but I think you should take a look a some of the earlier posts on this thread, because you seem to be dragging us back away from some of the ideas we almost agree on. For instance: space monsters as strategic resource, players controlling the frequency of space mons...
by Robbie.Price
Sun Apr 05, 2009 8:46 pm
Forum: Other Game Design
Topic: Baby Space Monsters!
Replies: 42
Views: 5978

Re: Baby Space Monsters!

I've been thinking more of space monsters, and i came up with something of a system, thought i'd ask what you all thought. 1. Monsters would be fairly common, one herd or beast / every 20 planets, (or one every 3 or so systems, sometimes two in a system.) Each herd / beast would be quant/quali-fied ...
by Robbie.Price
Mon Mar 30, 2009 9:33 pm
Forum: Other Game Design
Topic: Baby Space Monsters!
Replies: 42
Views: 5978

Re: Baby Space Monsters!

Goodmorning all, Been a while since i posted. I'd been thinking of Space monsters for a while thought i would post my thoughts. I would prefer space monsters not be dirctly controlable. In battle or between systems. I can think of 3 main types of monsters Defencive herd monsters, which if you contro...
by Robbie.Price
Mon Mar 30, 2009 9:17 pm
Forum: Other Game Design
Topic: Baby Space Monsters!
Replies: 42
Views: 5978

Re: Baby Space Monsters!

BTW, just a quick grammar tip: by using the pronoun "she" you're assuming that all players will be female, whereas if you use the pronoun "he" you would be referring to a player of undefined gender in this case. You can say "she" if you want, of course, or he/she to be...
by Robbie.Price
Fri Jul 11, 2008 4:23 pm
Forum: Design Archive
Topic: Planetary Resource Distribution
Replies: 98
Views: 62079

Re: Planetary Resource Distribution

Goodmorning all, Sorry for the very late reply, I was in Germany Re supply lengths, I concur with the model were the length grows with the construction meter. I would add the 'distribution hub / refueling/transit station' build-able, which can be built in any system. This hub would have a 'road radi...
by Robbie.Price
Mon Jun 23, 2008 6:01 pm
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10474

Re: Ship Experience / Crew Experience

By combat do you mean when ships are actually shooting at each other, or all parts of a battle where you are in the battle map and are controlling ships? Regardless, stealth still gives a bonus for combat comparable to a "first strike" bonus. It also allows ships an advantage in slipping ...
by Robbie.Price
Mon Jun 23, 2008 5:28 pm
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10474

Re: Ship Experience / Crew Experience

Goodmorning all, (I'm going to cut this into three smaller posts, save your eyes) Also if it is ALWAYS strategically better to upgrade a ship then you aren't going to be losing significant amounts of experience in the process. Also it creates a bigger problem for 'replacing' ships if you had a massi...
by Robbie.Price
Mon Jun 23, 2008 5:07 pm
Forum: Other Game Design
Topic: Different handling of Theories, Applications, and Refinement
Replies: 23
Views: 3627

Re: Different handling of Theories, Applications, and Refinement

Goodmorning all, Future tech's are theory techs, or refinement techs?? For me each application will have refinements lazers mrk 1, mrk2 . .. . mrk n. where n is predefined or infinite. Future techs can't really be application techs, because that's just silly. And Future techs as Theory techs does no...
by Robbie.Price
Mon Jun 23, 2008 4:57 pm
Forum: Design Archive
Topic: Planetary Resource Distribution
Replies: 98
Views: 62079

Re: Planetary Resource Distribution

Goodmorning all, I support the binary system in so far as it is kept extremely simple. Granted having a tiny super fast scout armed with a single laser cannon under that system is enough to 'blockaded' and planet that doesn't have some form of ready-deployable navy . . . . but the only acceptable ne...
by Robbie.Price
Sat Jun 21, 2008 3:57 pm
Forum: Design Archive
Topic: Planetary Resource Distribution
Replies: 98
Views: 62079

Re: Planetary Resource Distribution

Goodmorning all; Also, I don't think what a blockade actually does has been strictly defined yet. I would support having a greater amount of resources blocked with a greater number of enemy ships in the system, but if Geoff has definitively vetoed that idea (but why?), then that's that. I also put m...
by Robbie.Price
Sat Jun 21, 2008 3:41 pm
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10474

Re: Ship Experience / Crew Experience

If there was only 'upgrade losses' of experience then I think that encourages micromanagement of the loss rate. (especially when it is ship by ship.... upgrade the ship now so it can survive to get more experience, or upgrade it later.) I don't see the problem at all . . . the choices are: upgrade ...
by Robbie.Price
Thu Jun 19, 2008 6:05 pm
Forum: Other Game Design
Topic: Ship Experience / Crew Experience
Replies: 93
Views: 10474

Re: Ship Experience / Crew Experience

Goodmorning all, I generally agree infact with BigJoe, the easiest of systems it to have a static experience ship by ship with no levels and minimal to modest effects covering most of the relevant attributes of combat ships . . . in so far as you do not limit the max levels it's really simple to bal...
by Robbie.Price
Sat Jun 14, 2008 7:52 pm
Forum: Other Game Design
Topic: Different handling of Theories, Applications, and Refinement
Replies: 23
Views: 3627

Re: Different handling of Theories, Applications, and Refinement

Goodmorning all, As I am envisioning the system there is no particular NEED to for any given tech to have a limited number of refinements. as long as the techs intertwined in their dependencies so that you can't progress too far on any given branch of refinements without advancing all the others. Th...
by Robbie.Price
Fri Jun 13, 2008 7:01 pm
Forum: Other Game Design
Topic: Different handling of Theories, Applications, and Refinement
Replies: 23
Views: 3627

Re: Different handling of Theories, Applications, and Refinement

Goodmorning all, Just a quick comment regarding invested RP, then a quicker one about sub-branching refinements Invested RP should be almost the basis for 'raw power + attributes' of weapons. Consider if refinements, and what they give you, are not balanced against the RP invested then one, or a ver...
by Robbie.Price
Sat Jun 07, 2008 5:25 pm
Forum: Off-Topic
Topic: Developers + Intelligent Design?
Replies: 8
Views: 3467

Re: Developers + Intelligent Design?

Goodmorning all, The term is also a very old math term, for any self-referential system where the outcome is so tightly determined by initial conditions that no predictions can be meaningfully made beyond a certain limit of time. The term originated in the study of chaos in mathematics, and only lat...