Search found 149 matches
- Wed Mar 15, 2006 7:53 am
- Forum: Other Game Design
- Topic: Habitable moons
- Replies: 16
- Views: 3566
What are those Scientists on about anyway? I mean, some say pluto is a moon, some say it is a planet. The are using size to determine this, but they should be using orbit. I think that if a smaller object orbits a bigger object, then the smaller object is the moon. If the bigger object orbits the s...
- Wed Mar 08, 2006 7:49 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27544
But the idea is that that mass or (whatever it would be called instead) is more a measure of a weapon's requirements from the hull, than actual size/weight. Say a weapon has a mass of 20, this means it needs a ship hull designed to fit mass 20 weapons and remain structurally stable. Not a bigger sh...
- Fri Mar 03, 2006 2:10 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21719
There are two ways to reduce Micro in games like this. One: Model less stuff. Two: Automate more stuff. And there is the third way: model stuff in such a way that no automation is necessary. For example, Civ IV Unhealthiness vs. cleaning up pollution in Civ II. This is, IMO, the ideal solution. Abs...
- Fri Mar 03, 2006 7:00 am
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21719
There are two ways to reduce Micro in games like this. One: Model less stuff. Two: Automate more stuff. And there is the third way: model stuff in such a way that no automation is necessary. For example, Civ IV Unhealthiness vs. cleaning up pollution in Civ II. This is, IMO, the ideal solution. Abs...
- Thu Mar 02, 2006 10:55 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27544
If a player wanted to use ships to fight other ships, it would be so inefficient to do this using large numbers of small ships that you wouldn't have any player motivation to do so, and instead players would just build relatively smaller numbers of medium or large ships for direct combat. This is a...
- Thu Mar 02, 2006 8:40 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27544
acutally, a traditional approach would lead to fewer vessels, because they are all big and better than smaller ships. Geoff's approach, if managed to have it worked out properly, will have a mixture of different classes of ships. they won't be few ships. they would have roughly equal ratio in terms...
- Thu Mar 02, 2006 8:23 am
- Forum: Other Game Design
- Topic: One species per planet.
- Replies: 52
- Views: 11374
I say the foreign race loses it's technology and racial traits and is idle when you first colonize or annex. then during tranistory period, the foreign race works as if there were your own citizens (with your traits and techs). any new population growth are your own citizens, and foreign races can'...
- Thu Mar 02, 2006 8:20 am
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21719
In particular, if there were explicit fuel ships, these could be attacked and destroyed only by attacking the fleet itself, whereas supplies could be cut off just by blocking all supply routes. In theory, yes, this is possible. However, to my mind, the idea that fuel ships can mystically penetrate ...
- Thu Mar 02, 2006 8:14 am
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21719
- Wed Mar 01, 2006 9:35 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27544
- Wed Mar 01, 2006 9:22 am
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21719
Let's define the requirements of a Supply system: SUPPLY COVERS FUEL/AMMO/CREW/FOOD/ETC *Fuel should limit range. *Should be able to travel with safety limits off (ie don't care if you run out of fuel, range increased as a result). *Ships can refuel, either at a planet, in space (refuel ship), via ...
- Wed Mar 01, 2006 8:49 am
- Forum: Other Game Design
- Topic: Uplift
- Replies: 44
- Views: 9355
I love the uplift idea. I don't think the new uplifted races should form a new empire though. I could use the realism argument and say that the span of time isn't long enough for that to happen but I won't. I think it's better just to let the new uplifted race, serve in your empire. Kind of similar...
- Thu Feb 23, 2006 6:43 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27544
Well, small ships don't necessarily have to have a significant tactical role. Consider the nature of space combat in the Star Trek setting - I'm no Trexpert, but it seems to me that with the exception of Borg cubes most combat-worthy Trek ships are in the same order of magnitude, size-wise. There's ...
- Mon Feb 20, 2006 7:43 am
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21719
The system in stars actually had a bit more complexity than what you posted. Each fleet had a shared fuel capacity. The fuel usage was determined by the engine type, fleet mass(measured in kilo tons), and warp speed you were traveling at. Fuel was produced at space stations. Fuel was also measured ...
- Sat Feb 18, 2006 11:10 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 53
- Views: 9956