Search found 9 matches
- Sat Dec 18, 2004 8:13 pm
- Forum: Other Game Design
- Topic: Large Empires-How they break apart
- Replies: 94
- Views: 16557
Yes, it happend at least twice large scale: Rome vs. germanic tribes and China vs. mongolic hordes. Using the Mongol hordes is a good example. Not just their successes, but their defeats. Once the Mongols reigned from the Sea of Japan to Poland. Using the "never should be defeated by a smaller play...
- Fri Dec 17, 2004 6:39 pm
- Forum: Other Game Design
- Topic: Weapon mechanics
- Replies: 11
- Views: 1839
in space things are slightly different from inside atmosphere....drakich, this is for you. for one, the theoretical limit for a laser is, well, lets just say that travel time and accuracy of mount are the only things you need to worry about, as cohesion loss, is NOT that big of a problem in space.....
- Fri Dec 17, 2004 5:43 am
- Forum: Other Game Design
- Topic: Large Empires-How they break apart
- Replies: 94
- Views: 16557
Prokonsul, ALL gouvernments are prone to those problems. A very strict centralized dictatorship might even have an easier time to gouvern a large populace. A strict centralized dictatorship WILL have an easier time governing a large populace. The problem with centralized dictatorships is the succes...
- Fri Dec 17, 2004 5:39 am
- Forum: Other Game Design
- Topic: Large Empires-How they break apart
- Replies: 94
- Views: 16557
I haven't read through the thread, but I'd like to suggest that whatever corruption system is used avoid the civ-like system of making all remotely located cities / planets lose all their production off the top. IMO, a better system is to give most of that money / resource production to the player,...
- Fri Dec 17, 2004 5:37 am
- Forum: Other Game Design
- Topic: Large Empires-How they break apart
- Replies: 94
- Views: 16557
Basically what happened to the roman empire should be able to happen to an empire in FreeOrion. That's what I am aiming for. This is actually pretty easy if you start from the ground up. The Roman Empire fell from a combination of civil war and foreign invasion. Economic stagnation, plagues, and cu...
- Fri Dec 17, 2004 4:54 am
- Forum: Other Game Design
- Topic: Weapon mechanics
- Replies: 11
- Views: 1839
2. I think mass is better than size idea. Each hull can support some size and the engine determines the base speet. Mass can be related to accleration or speed of the ship. This is a space game, not a wet naval game, so volume is really a better unit to use for capacity (and surface area for weapon...
- Fri Dec 17, 2004 4:47 am
- Forum: Other Game Design
- Topic: Ship Design: Stars! vs Moo vs SEIV
- Replies: 183
- Views: 24363
If taking 10-15 mins to design a ship results in a ship that will beat one designed in 3 mins, then youre forcing everyone to spend hours designing ships, particularly in MP. If you want to spend 15 mins rearranging everything so that it looks pretty, then fine. But that sort of anal behaviouir sho...
- Fri Dec 17, 2004 4:43 am
- Forum: Other Game Design
- Topic: Ship Design: Stars! vs Moo vs SEIV
- Replies: 183
- Views: 24363
I say take a semi-realistic approach. A given hull design will have a number of hardpoints and bays. Hardpoints take surface area, bays take volume and surface area (but less surface area than a hardpoint). Don't place a mass limit, place an internal volume limit. If I want to armor my ship to the n...
- Fri Dec 17, 2004 4:37 am
- Forum: Other Game Design
- Topic: Ship Designs
- Replies: 18
- Views: 3693
(Hi folks, I'm new). I would recommend that the number of models, type classifications, etc, be dynamic and configurable. Example: lets say initial version rolls out with 1 model each for a frigate, destroyer, cruiser, battleship, etc. later on, an enterprising modeller adds another frigate model. p...