Search found 9 matches
- Sat Jan 07, 2006 12:07 am
- Forum: Other Game Design
- Topic: Proposed Space Combat/Ship Design Model:
- Replies: 28
- Views: 4829
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- Wed Dec 28, 2005 2:59 pm
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77077
- 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...