Search found 58 matches

by Ran Taro
Wed Jul 26, 2006 8:29 am
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 8869

The way you talk, these other races on the planet that are not dominant, do nothing. So what is the point of having multiple races per planet any way. I think multiple races on a planet is unnecesary and doesn't add any fun at all. It seems to be a feature that is only there to be realistic, yet wi...
by Ran Taro
Tue Jul 25, 2006 2:06 am
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 8869

Actually, this is exactly the kind of complexity that i think needs to be avoided, To be honest I don't see what the complexity is. It's fairly simple. 1 race per planet = good. 2+ races per planet = the suck. You don't really have to deal with much complexity as a player, because you are gonna kee...
by Ran Taro
Mon Jul 24, 2006 1:19 am
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 8869

A partial solution to this that might work with Daveybaby's idea's is to give a large penalty to the efficiency of races after the first on a planet. This penalty would far exceed any racial bonuses. Hence the player is always going to want only one race at a time on each planet. The fluff justifica...
by Ran Taro
Wed Jun 28, 2006 8:21 am
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 11102

How about "Quantum Leap Years"? :wink:
by Ran Taro
Sat Jun 24, 2006 10:30 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 11102

You could kill two birds with one stone with Davey Baby's suggestion. Just display lots of 'non starlane connected' stars in the background (that you therefore can't travel too). These stars are just (dimmer) bright spots that have no real gameplay effect. However the apparent increased number of st...
by Ran Taro
Sun Nov 20, 2005 7:20 am
Forum: Other Game Design
Topic: Multiplayer interaction incentives
Replies: 25
Views: 4527

Incidentally, the crowd has been silent about my idea for multiple sets of synergistic "Orion artifacts" to encourage exploration, trade, raiding/conquest & espionage. Are there any objectors? Or does it just not appeal one way or another? For the record, I think it's an excellent idea. Not that I'...
by Ran Taro
Sat Nov 19, 2005 8:13 pm
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 33049

skdiw wrote: I was refering how untilae get carried away with every idea.
Isn't that the point of brainstorming though? Come up with as many wacky ideas as possible then pair them down to the best, most elegant implementation?
by Ran Taro
Sat Nov 19, 2005 2:24 am
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 33049

But then wouldn't you just always have the best of everything on the ships you design, if you don't have to pay for them (ie civilians do)? And what would govern how many ships there were, which designs got bought in which quantities etc? I don't really understand how that would work. Also if you th...
by Ran Taro
Fri Nov 18, 2005 10:39 pm
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 33049

Here's a thought to throw into the mix. What if the player is allowed to design their own merchant vessels, and then put them in a pool which abstracts and handles shipping between planets? Each planet needs a certain amount of merchant fleet supply depending on the size of its population/ economy a...
by Ran Taro
Fri Oct 28, 2005 12:06 am
Forum: Other Game Design
Topic: Government/Leaders Idea
Replies: 26
Views: 3228

I agree in principle that the player dosn't realy want to give up control to AI's BUT Vic's idea makes me think about how Players interact with each other. It might be very interesting to have options like the ones he proposes in Empire Diplomacy. One player is essentialy surendering some of their ...
by Ran Taro
Thu Oct 27, 2005 7:04 am
Forum: Other Game Design
Topic: Government/Leaders Idea
Replies: 26
Views: 3228

There are some things I like about your idea, for example how it might tie in nicely with 'sectors' (proposed elsewhere), and how it might give an empire a more 'real political entity' type feel. However, I think it probably wouldn't be fun. This is because fundamentally I think people play a space ...
by Ran Taro
Wed Oct 26, 2005 6:09 am
Forum: Other Game Design
Topic: Government/Leaders Idea
Replies: 26
Views: 3228

You can find various ideas about governments and their internal political (and geographic) divisions in threads such as http://www.freeorion.org/forum/viewtopic.php?t=1037 http://www.freeorion.org/forum/viewtopic.php?t=974 http://www.freeorion.org/forum/viewtopic.php?t=1094 http://www.freeorion.org/...
by Ran Taro
Sat Sep 10, 2005 2:01 am
Forum: Other Game Design
Topic: Should spaceships be the only way to travel between planets.
Replies: 16
Views: 2664

I think ground based stargates are an excellent idea as a tool to decrease micromanagement. Intrasystem (only between planets in that same system) stargates should come about around the time you start to get: a) terraforming tech that starts to allow 'useless & and uninhabitable' planets in each sys...
by Ran Taro
Sun Jun 26, 2005 8:30 am
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 30388

Maybe you could even research some tech that can speed up the transendance process. "This device will turn our race into GODS!!!!" Such a device might come with the possibilty of horribly backfiring. -perhaps mutating your race somehow (changing race picks), or turning them into terribly mutated pa...
by Ran Taro
Sun Jun 26, 2005 8:27 am
Forum: Other Game Design
Topic: Change Terran -> Forest
Replies: 37
Views: 5072

Just to throw a couple more ideas in there.

How about "Terrestrial" as a less human-centric reference to an earth like planet?

Or how about refering to the enviromant/ atmosphere created through the action of green plants, as in "Oxygenated"?

Or something better with a similar meaning.