Search found 13 matches

by Sejant Chimera
Wed May 04, 2005 9:52 pm
Forum: Other Game Design
Topic: Starting Tech Levels
Replies: 5
Views: 1541

The moo3 option of letting the game play itself for a user defined number of turns was pretty nice. Of course you run the risk of the AI handing you a complete disaster of an empire, but sometimes digging yourself out of that kind of hole is half the fun (well, it would have been if it was possible...
by Sejant Chimera
Wed May 04, 2005 9:23 pm
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 10657

AND: shipdesighn add to emersion :D Most definitely. This is one of the reasons why I haven't played Galactic Civilisations for anywhere near the length of time I played MOO2. I got more satisfaction in designing my unique ships (in appearance and when they fire their guns) and using them to defeat...
by Sejant Chimera
Wed May 04, 2005 9:04 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 18746

Re: The Basics of Ship Combat

drek's question was about space combat for v1.0, which is more of a "release version" than a "first version". The first version with space combat will be v0.4, which needn't have everything we want in v1.0, but also isn't what's being asked about... Sorry, about that. For the fu...
by Sejant Chimera
Wed May 04, 2005 8:19 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 18746

Re: The Basics of Ship Combat

So I'm wondering: what would be the absolute bare minimium people would be happy with in a combat engine for FO v1.0....if it were stripped down to it's very core, what would be the must-have defining features? For the very first version, IMHO just some very small and simple geometic shapes (which ...
by Sejant Chimera
Fri Jan 21, 2005 6:49 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33209

Re: MOO3

(Task forces in MOO3 being a summation of a fleet of ships into just one ship.) It's not the concept of TF is bad, rather, it is how Moo3 requires scout ships be in every large TF. TF helps the player manage his specialized ships. You can mod Moo3 TF system really easy so you don't have weird requir...
by Sejant Chimera
Fri Jan 21, 2005 5:53 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33209

Re: MOO3

This is one of the few things that MOO3 did well. You needed point defence ships to withstand missile batteries, but also short/long range ships to engage in combat. MOO3 did nothing well. NOTHING. I still have emotional scars left from purchasing that monstrosity. Um, sorry if I've brought up any ...
by Sejant Chimera
Fri Jan 21, 2005 5:28 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33209

Re: Defence / Offence

That's why I'm suggesting that all systems are defended rather then a concentration of forces. I'd suggest that if the enemy can bypass a system and attack the one 'behind' it, then there is no depth in the static defenses and there must be no reserve available to plug the gap. True, like the prove...
by Sejant Chimera
Tue Jan 18, 2005 12:30 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33209

Re: Defence / Offence

The problem with the above is that, even if you build a massive amount of defence on a certain system, you've limited your mobile attack capability. Your opponent can and often will just mass their ships into one giant fleet and bypass that system. That's why I'm suggesting that all systems are def...
by Sejant Chimera
Tue Jan 18, 2005 12:08 pm
Forum: Other Game Design
Topic: A complicated spy system
Replies: 24
Views: 4555

[snip] So many 4X games focus on the Theft of "Tec" (SMAC for instance) with no other usefull espionage missions. Their should be a great variety of information types that you can steal. Some Ideas Locations of Enemy Production Centers Enemy Aliances and Diplmatic actions how they are bud...
by Sejant Chimera
Sun Jan 16, 2005 9:08 pm
Forum: Other Game Design
Topic: Animated Todying, Groveling Assistent Wanted
Replies: 13
Views: 2973

Re: Animated Todying, Groveling Assistent Wanted

I have been thinking it would be nice to have an OPTIONAL, little animated assistent that entertain and help the player much like that little paperclip thing in MS word. As long as it doesn't sneer when you make a mistake as the paperclip in MS Word does, I don't mind :) Seriously though, while I'm...
by Sejant Chimera
Sun Jan 16, 2005 8:57 pm
Forum: Other Game Design
Topic: "Battle" Diplomacy
Replies: 6
Views: 1804

Here's an idea that's not really a "response option" but could be a feature: If your fleet gets to a star system first and then sits there (for whatever reason) and a non-ally fleet comes calling, their sensors should be scrambled the turn they enter, giving them no way to scan the system...
by Sejant Chimera
Sun Jan 16, 2005 8:33 pm
Forum: Other Game Design
Topic: A complicated spy system
Replies: 24
Views: 4555

Espionage - Discover something that they try to keep secret Please correct me if I am wrong, but I have never seen a space strategy game where your spies can find the location, name or capabilites of the enemy's ship? Most of the time the location of the enemy's ships is given using scanners, but t...
by Sejant Chimera
Sat Jan 15, 2005 9:17 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33209

If I could make a few suggestions: Instead of having hundreds of unique ships that are all very complex and that can all move from system to system, would it be more reasonable if the vast majority of an empire's ships were system defense ships (or only capable of one very expensive jump*) and a sma...