Search found 199 matches
- Thu Apr 12, 2007 11:41 pm
- Forum: Other Game Design
- Topic: special equipment?
- Replies: 5
- Views: 1577
special equipment?
just a thought that having all those wierd ass gizmos might be useful every now and then, a tractor beam can come in handy, those high quality telescopes the civvies insisted on for stellar cartography might come in handy to detect stealth ships...teleporters? we know how nice they are...machine sho...
- Wed Dec 21, 2005 11:11 am
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7465
okey...this is almost scary....i point out a well known fact of structural engineering, and people come and say that inertia/acceleration does not exist in space, because there is no 'weight'....which is true to a VERY small degree...there is mass, and if you move mass, there is inertia, end of stor...
- Wed Dec 14, 2005 4:32 pm
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7465
this reminds me abit of command and conquor generals, as well played, those damn terrorists with their patheticly weak units, can cut you to shreds with superior movement/tactics. and there is actualy a point you are missing, the heavier the ship, the more % of it must be structural integrity, if as...
- Wed Dec 14, 2005 4:18 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17347
dreamer: then advocate a 'strategic battle' option, which foregoes all ship design and other boring tactical aspects like interactive ship combat. create complexity in simplicity, just toss components in, and see what happens with the numbers....want faster? toss in more engines, more hits? add more...
- Wed Dec 14, 2005 3:59 pm
- Forum: Other Game Design
- Topic: Ship Size Classes
- Replies: 31
- Views: 7131
actualy guys, i have always wondered why people always thinks mass=size, that is just not true, as an example, a 80ton tank is alot smaller then a <10 ton greyhound buss..... if you want a 'open' system, the first thing you must do is get rid of that thinking. base it on actual SIZE firstly, as mass...
- Wed Dec 14, 2005 3:42 pm
- Forum: Other Game Design
- Topic: Sports - Between different empires
- Replies: 12
- Views: 2438
- Mon Nov 21, 2005 1:04 am
- Forum: Other Game Design
- Topic: Colonizing the sun??
- Replies: 21
- Views: 4248
- Mon Jul 18, 2005 9:48 am
- Forum: Other Game Design
- Topic: Social Enginering Groups
- Replies: 21
- Views: 5018
- Tue Jul 12, 2005 6:17 pm
- Forum: Other Game Design
- Topic: The Basics of Ship Combat
- Replies: 100
- Views: 18727
being unable to ascertain the exact number of enemy craft, is a form of cloaking, as it removes intel from the enemy...actualy, i would not want 'full cloaking' at all, or VERY late game, as it removes much of the fun. design of a low signature, stealth vessel, would mean plenty of 'compromises' all...
- Sun Jul 10, 2005 8:31 am
- Forum: Other Game Design
- Topic: The Basics of Ship Combat
- Replies: 100
- Views: 18727
- Wed Jul 06, 2005 9:57 pm
- Forum: Other Game Design
- Topic: The Basics of Ship Combat
- Replies: 100
- Views: 18727
skdiw: dude, did you totaly miss the part where it was said 'or you could just use active from the beginning' it is a CHOICE, me for one like to have choices, and such a sensor system, would make 'stealth' more interesting then 'i have a cloaking device, i WIN!' and actualy, having several ships pin...
- Sat Jul 02, 2005 6:33 am
- Forum: Other Game Design
- Topic: The Basics of Ship Combat
- Replies: 100
- Views: 18727
thrust/mass is important, for ANY newtonian system, period. active/passive both sensors AND dampners(cloaking for you that dont understand what a sensor dampner is.) adding in a 'signature' value on components, will make for a realistic system, when it comes to sensors....however, i somehow doubt it...
- Wed Jun 15, 2005 11:13 am
- Forum: Other Game Design
- Topic: Social Enginering Groups
- Replies: 21
- Views: 5018
- Tue May 31, 2005 4:11 pm
- Forum: Other Game Design
- Topic: Role-Playing Support
- Replies: 34
- Views: 7599
- Sat May 28, 2005 1:35 pm
- Forum: Other Game Design
- Topic: Role-Playing Support
- Replies: 34
- Views: 7599
a small nitpick on you purists of game genre out there, i know of atleast one instance of mixing styles, that worked great. Natural Selection, mixes classic FPS with RTS(although that should prolly be called RTT, as in Real Time Tactics). another, is starwolves, a rather unknown game asfar as i know...