Search found 9 matches

by Combatjuan
Sat Jan 07, 2006 12:07 am
Forum: Other Game Design
Topic: Proposed Space Combat/Ship Design Model:
Replies: 28
Views: 4829

Sorry, I guess most of this stuff has been discussed to death. I had read a lot or previous threads on it, but it's a popular topic. I've gone back to do my homework and read some more.
by Combatjuan
Fri Jan 06, 2006 5:58 pm
Forum: Other Game Design
Topic: Proposed Space Combat/Ship Design Model:
Replies: 28
Views: 4829

WARNING: I prefer Warcraft III to just about any other RTS game because of the tiny unit cap and the significant impact of heroes. Those, for me, make combat much more manageable, tactical, and interesting; so my ideas are probably not in line with 'the masses'. *** Regarding Space Terrain: *** One ...
by Combatjuan
Fri Jan 06, 2006 5:12 pm
Forum: Other Game Design
Topic: Lightspeed & Combat (Range)
Replies: 4
Views: 1714

I don't think that the game should specify or hint at a combat range or a combat length. Perhaps it takes the entire turn (presumably 1 space year or whatever), perhaps it only takes 3 seconds of the turn due to relativistic speeds. The thing is, you can attend all the university phyics lectures you...
by Combatjuan
Thu Jan 05, 2006 9:22 pm
Forum: Programming
Topic: Release schedule
Replies: 8
Views: 5575

I'm also a fan of more frequent releases (I live on the wild side. I run Debian unstable). It definitely generates more buzz. With regards to 'nightly builds', having a public CVS server effectively takes care of that. Keep up the good work. I definitely seems there are plenty of developers on the b...
by Combatjuan
Wed Jan 04, 2006 7:02 pm
Forum: Other Game Design
Topic: Proposed Space Combat/Ship Design Model:
Replies: 28
Views: 4829

There is a thread that discusses different size classes of ships and naming conventions and whatnot. In it's summary, there are two main and distinct models suggested: 1. ) That there be no defined ship sizes, but rather some kind of Tonnage rating. Under this system, a race's technology level defin...
by Combatjuan
Tue Jan 03, 2006 8:53 pm
Forum: Other Game Design
Topic: Setting up an outpost by sacrificing a military vessel
Replies: 3
Views: 1254

I like this idea especially because in MOO 2 I never made outposts much. In fact, the only time I _ever_ made them was when I had to have something that would give me enough range for my colony ships to get to another decent planet. But I think that outposts should play an integral part in space exp...
by Combatjuan
Mon Jan 02, 2006 9:27 pm
Forum: General Discussion
Topic: introducing ourselves
Replies: 93
Views: 28007

24/M/Lincoln, NE, USA Lead Programmer (mostly C++) at a small software shop. Worked on a couple open source projects in my free time and while flunking out of school. (-8 I'm a long time fan of Orion and very excited about this project. I'm happy to do about anything to help it along and get it some...
by Combatjuan
Wed Dec 28, 2005 2:59 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77077

zobo: Great idea. Regarding the "how much", I would suggest making it at least somewhat random. If it were a system that said something like...: 5 Enemy Ships destroyed: Gain Flanking Doctrine 20 Enemy Ships destroyed: Gain Evasive Doctrine 50 Enemy Ships destroyed: Gain Aggressive Doctrin...
by Combatjuan
Wed Dec 28, 2005 12:13 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77077

Trying to get a handle on the project.

First Post! I'm a _long_ time MoO/4x space game fan. I've also spent about the last year planning and creating technology demos for my own space strategy game. I'd have gotten much further on the project except that I got married 7 months ago. (-8 Anyway, having read through the whole of this combat...