Search found 97 matches
- Mon Aug 18, 2008 8:55 am
- Forum: Other Game Design
- Topic: Von Neumann machines.../ universal constructors..
- Replies: 15
- Views: 4014
Re: Von Neumann machines.../ universal constructors..
To balance this tech we could add a chance for a rebellion of the von neumann machines. The more and the longer you use the tech, the higher the chance of loosing control over the machines. You would either face an AI rebellion like in the terminater series where an AI really tries to take over your...
- Tue Aug 05, 2008 8:21 am
- Forum: Story
- Topic: Alternate Backstory (with an eye toward Gameplay)
- Replies: 73
- Views: 16422
Re: Alternate Backstory (with an eye toward Gameplay)
I like this idea a lot, as it will make exploring the galaxy much more eventful and exciting. Finding ancient and superior tech or an abondoned colony of a mysterious race will add a lot of mystery and flavour to the game. It also gives a good reason why all races start at roughly the same level and...
- Thu Feb 28, 2008 10:25 am
- Forum: Graphics
- Topic: [[Concept]] Ships for Species: Chato'matou'Gormoshk
- Replies: 51
- Views: 11404
Re: [[Concept]] Ships for Species: Chato'matou'Gormoshk
shrinkshooter, I really like your fighter designs Especially the crystal array is a great idea. IMHO fighter 1 would look best with the octagonal or the asymmetrical engine. They are the most crystalline looking and I thing they fit best to the array. Fighter 2 looks great, too. Here I like the beam...
- Tue Feb 26, 2008 1:04 pm
- Forum: Graphics
- Topic: [[Concept]] Ships for Species: Chato'matou'Gormoshk
- Replies: 51
- Views: 11404
Re: [[Concept]] Ships for Species: Chato'matou'Gormoshk
And according to his profile Kharagh hasn't been around since Fri Apr 27, 2007. After almost a year I doubt I can contact him anyway even if I needed to. Hey guys, as you can see I am still around. :) Unfortunately I have not had very much free time on my hands during the last months so I have not ...
- Fri Apr 27, 2007 2:03 pm
- Forum: Design Archive
- Topic: Space Combat: Preliminaries
- Replies: 48
- Views: 45709
The system used in Moo2 comes to mind with a single bar for armor and one divided bar for systems and structure. We could easily devide the armor bar into weapons/armor. So we would have two bars, each divided in the middle. I always found this system fairly readable. If we have shield facings then ...
- Wed Apr 25, 2007 10:01 am
- Forum: Design Archive
- Topic: Ships: Ship Design System
- Replies: 49
- Views: 40795
I have a differrent system I would like to propose, it is a mix of the list and the slot system. IMO we should split the design system into two parts. The space available inside a ship and the space available on its hull . What I propose is to use a slot system for the space on the hull of a ship. S...
- Tue Apr 24, 2007 12:09 pm
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55972
Why should we have fixed ship roles at all? What will it accomplish save from restricting the player and forcing him to build the same ships every time he plays? With fixed roles all we will ever see will be a carrier in a carrier hull with all the space cramped with fighters or a SR ship in an SR h...
- Mon Apr 23, 2007 10:06 am
- Forum: Design Archive
- Topic: Ships: Roles
- Replies: 73
- Views: 55972
eleazar, you are right about the impossibly high number of differrent hulls the artists would have to create. We should try to keep the number of hulls we have to create at a reasonable level. To do this I propose the following: We will have about 5 sizes of hulls We will have an as yet unspecified ...
- Tue Dec 12, 2006 9:52 am
- Forum: Other Game Design
- Topic: Redistribution & Blockades: a simple solution
- Replies: 53
- Views: 15157
I like solidcordon's proposal. It adds a lot more flavor to the game, as it makes the galaxy much more alive, especially the part about pirates becoming an independent empire. Just because the game is a space opera doesn't mean it has to be unrealistic. KISS is nice and good, but IMHO this feature a...
- Thu Oct 19, 2006 7:49 am
- Forum: Strategy Games
- Topic: Star Wolves 2 Demo
- Replies: 9
- Views: 4798
I played Star Wolves (the original) and I think it is an awesome game. It's a mixture between an rpg and rts space combat (with the option to pause at any time). I haven't played the Star Wolves 2 demo yet, but I think the game will be even better, as you will have much more freedom than you had in ...
- Fri Aug 18, 2006 8:16 am
- Forum: General Discussion
- Topic: Which is the better Sci Fi Show?
- Replies: 27
- Views: 7850
- Thu Aug 17, 2006 10:12 am
- Forum: Strategy Games
- Topic: Sword of the Stars demo
- Replies: 108
- Views: 40842
There's a round button to exit the research screen? I keep wondering how to exit the research screen when you've zoomed in all the way. The silly thing is that you have to zoom in all the way to see what the tech is. But zooming out is too slow and is the only way to exit the screen. You can double...
- Wed Aug 16, 2006 8:34 am
- Forum: Strategy Games
- Topic: Sword of the Stars demo
- Replies: 108
- Views: 40842
- Mon Aug 07, 2006 8:49 am
- Forum: Strategy Games
- Topic: Sword of the Stars demo
- Replies: 108
- Views: 40842
Hi, I tried the demo this weekend with 2 friends of mine for a few hours. I liked what I saw quite a lot, although it has some negative aspekts, also. I'll try to sum up the features that I noticed, but as I said, I didn't play it for that long. Economy: There is an empire-wide Research-Savings slid...
- Fri Jul 28, 2006 11:21 am
- Forum: General Discussion
- Topic: Why do you play MOO..?
- Replies: 16
- Views: 4644
For me I think what I like most about moo style games is the advancement of the race I am playing from a primitve spacefaring race using fusion drives to a galaxywide space empire connected by star gates. So I will select Techtree, although this option does not really encompass everything I would li...