Search found 101 matches

by Zpock
Fri Mar 24, 2006 8:44 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 62412

If you want Hero ships, then you can't have many ships in a battle, or, the hero ships are significantly tougher than their counterparts to give them a chance to retreat. And even then, you wouldn't be using them to their full potential. Imagine what Warcraft 3 would be like if you could not ressur...
by Zpock
Fri Mar 24, 2006 9:49 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 62412

Every good story needs a hero, and a villain...
by Zpock
Wed Mar 22, 2006 7:18 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24103

Ships with only one type of weapons are boring. There should be some incentive to at least have something like beams vs smaller targets and missiles for big targets. Otherwise the ship would be a sitting duck to the other kind of target. There could be some kind of synergies between having 2 weapons...
by Zpock
Tue Mar 21, 2006 5:24 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 62412

well, every ship has a captain. there would be a number of captains equal to the number of ships, but only a few ships would have admirals (heros) at level 10 or whatever. Ok, I didn't touch on the subject of where the flagships/heroes/admirals/COs/whatever-they-are-to-be-called would come from. I ...
by Zpock
Tue Mar 21, 2006 4:44 am
Forum: Other Game Design
Topic: ship tech tree
Replies: 53
Views: 8377

Yeah I have thought a lot about this. Would try to come up with a huge amount of modifiers and then the ship component would get a random selection of them. Like these mostly weapon style modifiers I dreamed up in this list: Shield piercing Armor piercing Extra damage to shield Extra damage if there...
by Zpock
Mon Mar 20, 2006 10:46 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 62412

Well the idea was that there is only a handful of these flagships/heroes/CO and a few hundred/thousand plain vanilla ships.
by Zpock
Mon Mar 20, 2006 2:18 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 62412

To achieve having both huge epic style battles and ships with strong personality at the same time there could be few hero ships and huge amounts of faceless non hero ships. The hero ships would have strong table turning abilities and also strong defenses so they don't get nuked right away too easily...
by Zpock
Sat Mar 18, 2006 1:11 am
Forum: Other Game Design
Topic: Obscure Technology Ideas
Replies: 80
Views: 12577

Yep, funniest space weapon ever. I saw it in ST/B5 parody star wreck tough.
by Zpock
Sat Mar 18, 2006 1:09 am
Forum: Other Game Design
Topic: planet balancing
Replies: 35
Views: 6311

I vote for something like stars! race creation.
by Zpock
Fri Mar 17, 2006 2:00 am
Forum: Other Game Design
Topic: Obscure Technology Ideas
Replies: 80
Views: 12577

How about a giant laser that when used, it sucks so much energy that the whole ship shuts down and takes a while to get back online and reboot.
by Zpock
Fri Mar 17, 2006 1:56 am
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 12944

I don't think there is a huge amount of ai needed here. To move a ship from one location to the other in a not insane way, it just needs to turn around and deecelerate after it gets half way there for example. Ok it might get a bit more complicated then that if the ship is alredy moving somewhere an...
by Zpock
Thu Mar 16, 2006 5:11 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 12944

Wrong. f = ma You dont throw fuel out the back - you fire reaction mass. Fuel (i.e. energy) is used to accelerate this reaction mass. The more acceleration you apply to the mass the greater the acceleration of your ship. So by spending more energy you can get a larger reaction from a small mass to ...
by Zpock
Thu Mar 16, 2006 2:22 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 12944

Maybe in the particular model you've dreamed up that's the case, but fuel doesnt have to be an issue in a short term space combat unless you want it to be - its not inherently part of a newtonian combat model. I know what i'm talking about - but that doesnt mean i'm necessarily taking into account ...
by Zpock
Thu Mar 16, 2006 1:33 am
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 12944

You misunderstand how things work. If a ship moves under power in a direction, and the engines stop, well the ship would keep moving, forever. You see, the ship would not decelerate because in space there is no friction. I have no idea where I wrote that a ship would stop by friction. What I meant ...
by Zpock
Wed Mar 15, 2006 6:39 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 12944

As I wrote earlier I would introduce either energy (regenerates) and/or fuel (dosn't regenerate) as a limit to how much you can deecellerate or accelerate. If you really knew what you were talking about concerning newton models you would know any force is matched by an equal opposite force so you ca...