Search found 163 matches

by IConrad
Thu May 06, 2010 10:00 pm
Forum: Other Game Design
Topic: Winning FreeOrion
Replies: 32
Views: 4141

Re: Winning FreeOrion

Anyway, so there are different weapons to reach the same goal which is good. But the problem is no human player would willingly make his economy dependant on you, as it will make him lose. So the economics would have to be either a player doesn´t find out about until it is too late(or his spies pic...
by IConrad
Wed May 05, 2010 10:08 pm
Forum: Other Game Design
Topic: Telescopes
Replies: 3
Views: 520

Re: Telescopes

We'll probably keep the uncertainty about planets in systems that a player hasn't adequate detection ability to see into, in order to keep the mystery and reveal nature of exploration intact. However, if you have sufficient detection on ships or planets you control, you can already see the planets ...
by IConrad
Wed May 05, 2010 8:35 pm
Forum: Other Game Design
Topic: Winning FreeOrion
Replies: 32
Views: 4141

Re: Winning FreeOrion

It creates a *simple* form of complexity... A bit oxymoronic...? Heheh. People have written entire research papers on the strategy for Rock Paper Scissors... which has exactly three options to execute. It's like checkers; the rules themselves are quite simple -- but the number of possible games pla...
by IConrad
Wed May 05, 2010 7:09 pm
Forum: Other Game Design
Topic: Winning FreeOrion
Replies: 32
Views: 4141

Re: Winning FreeOrion

It seems to me that there are a few basic strategies which are viable for victory conditions. 1) Escape the map. (Technological transcendence; develop a trans-galactic warp drive, etc. Mostly a technology end-run.) 2) Unify the map. This one gets a bit more ... interesting. There are three basic mea...
by IConrad
Thu Sep 03, 2009 1:21 am
Forum: Other Game Design
Topic: Of Nova-bombs, Supernovas, and Toxic Terraforming.......
Replies: 81
Views: 9452

Re: Of Nova-bombs, Supernovas, and Toxic Terraforming.......

No. It's never lupus, and the singularity is //NOT// about to explode! (SG-1 references ftw.) That being said, if you could concentrate a sufficient amount of antigravity into a star, it would supernova. A similar effect would occur if you launched such a device at a massive singularity. So supernov...
by IConrad
Thu Aug 27, 2009 10:17 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 4321

Re: Preliminary Ground Combat Proposal

as long as the # of regions you possess at the end of the combat turn doesn't denote any partial ownership of the planet (as would seem to be implied to the player). I think that was pretty much the consensus, with the exception that it might be possible to give planets in ground combat certain "st...
by IConrad
Wed Aug 26, 2009 8:56 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 4321

Re: Preliminary Ground Combat Proposal

Either way, the implementation of another ground combat engine during v.6 is trivial compared to the work that's being done for v.4. Every little bit helps though, right? but IMO adds an unnecessary, if small, layer of complexity. Only if the region thing isn't transparent to the player. Which isn'...
by IConrad
Wed Aug 26, 2009 6:06 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 4321

Re: Preliminary Ground Combat Proposal

IMO, the "region" thing is unnecessary. The only reason I introduced the concept of "regions" was so that the same combat engine being used for ship-to-ship troop combat could be employed in planetary conquest, without it happening over the course of just a single turn. In other words, rather than ...
by IConrad
Mon Jul 06, 2009 3:58 pm
Forum: Story
Topic: The Trith
Replies: 120
Views: 25845

Re: The Trith

Now /those/ are just damned sexy. Except that thing in the corner.
by IConrad
Wed Jul 01, 2009 4:50 pm
Forum: Story
Topic: The Trith
Replies: 120
Views: 25845

Re: The Trith

The face needs to be more solid; or else the orifices and eyes need to be different colors -- it's hard to read a blank slate for expressions. That could, however, work to our favor in their diplomacy; green for "like", blue (cyan as opposed to the cerulean here) for ambivalence, and red for aggress...
by IConrad
Tue Jun 30, 2009 4:10 pm
Forum: Story
Topic: The Trith
Replies: 120
Views: 25845

Re: The Trith

I can't draw a lick to save my life, but I've been known to have a certain aesthetic sense. I'm glad the input is well-received. :) If you want to emphasize the religious undertones of the Trith, one thing that might succeed in that is some sort of inclusion of something akin to buddhist scripture-w...
by IConrad
Mon Jun 29, 2009 11:45 pm
Forum: Story
Topic: The Trith
Replies: 120
Views: 25845

Re: The Trith

I'd say that we could use a few more "energy" beings -- which obviously would do better in radiated worlds, as radiation /is/ energy; it would thus be the equivalent of a gaian world for /pure/ energy beings. (or even just-mostly-energy critters). We can make the radiated worlds differ by having the...
by IConrad
Sun Jun 28, 2009 10:31 am
Forum: Off-Topic
Topic: One Word Story/Association Thread
Replies: 76
Views: 15738

Re: One Word Story/Association Thread

of Doom.

(Indeed!)
by IConrad
Thu Jun 25, 2009 5:11 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 4321

Re: Preliminary Ground Combat Proposal

I'll concede; that's a much more elegant solution than mine. :)
by IConrad
Wed Jun 24, 2009 7:16 pm
Forum: Other Game Design
Topic: Preliminary Ground Combat Proposal
Replies: 46
Views: 4321

Re: Preliminary Ground Combat Proposal

If we're going to go the route of allowing ground-combat strategies, they should use something of a Rock-Paper-Scissor approach. Aggressive -- 75% effective against Mobile, 150% effective v. Defensive. Defensive -- 75% effective v. Aggressive, 150% effective v. Mobile Mobile -- 75% effective v. Defe...