Search found 199 matches

by discord
Thu Apr 12, 2007 11:41 pm
Forum: Other Game Design
Topic: special equipment?
Replies: 5
Views: 1569

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...
by discord
Wed Dec 21, 2005 11:11 am
Forum: Other Game Design
Topic: Realism - Large & Small Ships
Replies: 43
Views: 7433

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...
by discord
Wed Dec 14, 2005 4:32 pm
Forum: Other Game Design
Topic: Realism - Large & Small Ships
Replies: 43
Views: 7433

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...
by discord
Wed Dec 14, 2005 4:18 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 17235

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...
by discord
Wed Dec 14, 2005 3:59 pm
Forum: Other Game Design
Topic: Ship Size Classes
Replies: 31
Views: 7106

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...
by discord
Wed Dec 14, 2005 3:42 pm
Forum: Other Game Design
Topic: Sports - Between different empires
Replies: 12
Views: 2424

"and here we are, for the 19th pan galactic olympics, and among the contenders are (list species), and the favorite events will be, the liadri spnsored 'capture the flag' & 'domination' and the always equaly interesting space battle events.....' just make it a 'free for all' with rules of e...
by discord
Mon Nov 21, 2005 1:04 am
Forum: Other Game Design
Topic: Colonizing the sun??
Replies: 21
Views: 4236

HEY! dont forget the ringworld! might not be quite as impressive as a dysonsphere....but a few million times the living space of a planet IS a noticable difference....dont remember the exact math, but it was a insanely huge number of 'x amount of earths'.

oh, and hi, been a while.
by discord
Mon Jul 18, 2005 9:48 am
Forum: Other Game Design
Topic: Social Enginering Groups
Replies: 21
Views: 4982

ofcourse, there should be 'race mods' for how fara away from the 'baseline' is acceptable for the people, basicly how socialy adaptable they are.

all in all, a good idea, and a worthy one at that, unlikely to get into the game though, as 'complexity' is something of a bad word around here.
by discord
Tue Jul 12, 2005 6:17 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 18656

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...
by discord
Sun Jul 10, 2005 8:31 am
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 18656

personaly i dont like the idea of 'cloaking' as in reality it is just a active sensor dampner, and therefor just part of the stealth category.

ECM/ECCM all there is to it really....or if you want to go over board, ECCCM.
by discord
Wed Jul 06, 2005 9:57 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 18656

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...
by discord
Sat Jul 02, 2005 6:33 am
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 18656

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...
by discord
Wed Jun 15, 2005 11:13 am
Forum: Other Game Design
Topic: Social Enginering Groups
Replies: 21
Views: 4982

yar: the whole government system is not about enforcing how you play, it is to create a image of how your empire works(and the pros/cons of that)

as moral issues are not in, so nothing to actualy follow....
by discord
Tue May 31, 2005 4:11 pm
Forum: Other Game Design
Topic: Role-Playing Support
Replies: 34
Views: 7569

khar: you refering to the one based on the space empires series? yes, pretty interesting idea, dont know about he well they implemented it, as i only tried the demo.
by discord
Sat May 28, 2005 1:35 pm
Forum: Other Game Design
Topic: Role-Playing Support
Replies: 34
Views: 7569

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...