Search found 13 matches

by Eddie
Fri Mar 24, 2006 11:10 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33946

I'm just talking about shiptype RPS. Weapontype vs armor RPS is an entirely different thing. Ok, scanners and cloaking plobably belong in the same category as ship sizes in how they affect combat. Btw, why do you assume if i say pd beats fighters, fighters can never win, no matter how many of them t...
by Eddie
Fri Mar 24, 2006 10:39 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 27536

You didn't get the point. Generators would be much smaller than a whole laser. But to make it super clear, lets say its a stellar converter, not a laser. Do you get my point now? In any case, if the slot weapon system gets used (which the generator idea is intended for), you will have a limit on how...
by Eddie
Fri Mar 24, 2006 6:39 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33946

If you allow too many things it will get overly complicated. By the way, i was assumeing all matchups to be of the same techlevel. Of course a tech 1000 ship would beat anything of tech 10. If you have a better idea on how to do shiptype RPS, please say so. Start with possible ships you want to allo...
by Eddie
Fri Mar 24, 2006 6:16 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 27536

I thought ships having weapon slots has already been decided? It says so in the wiki. The point of having energy seperated from the laser is to give you more options to tweak. Sure, you can say the laser comes with a basic power supply and cooling. But you can add generators and heatsinks to the shi...
by Eddie
Fri Mar 24, 2006 5:54 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33946

Why don't don't you go ahead and build cloaking devices for missiles? You have the cloaking technology, missiles are small and hard to detect anyway... So why am i not allowed to build missiles that are practically impossible to defend against? You have to put some borders down. And realism vs game ...
by Eddie
Fri Mar 24, 2006 11:34 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33946

@utilae The point for carriers required to be big is that LR should be a counter for them (in my RPS system). Your medium carriers that wipe LR would be a gamebreaker. - LR is superior vs large ships, moderate vs medium and useless vs small (can't hit from long distance, and up close they are too fa...
by Eddie
Fri Mar 24, 2006 12:10 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 33946

I tried to read this thread, but then someone started to talk about 6 different armor and damage types and whatnot and i just skipped to the last two pages. Seriously, if you want RPS to work the counters need to be obvious. You can have enough complexity with just two weapon and armor types. Becaus...
by Eddie
Thu Mar 23, 2006 10:23 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 27536

If you include a small ship type with one direct fire weapon slot, here is your nothing but a laser ship. Depends all on how it is implemented. As for cooling and powersupply included: if you say its all included or nothing is included but add exactly that much room it would require to hull space (o...
by Eddie
Thu Mar 23, 2006 6:57 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 16874

The system i'm proposing is quite restricting compared to Moo2 + 3. But the good thing about that is that unbalanced ship designs like mass one shot pd missiles mixed with a few big nukes can be prevented by not putting in a ship type that allows this kind of armament. Furthermore, programming ship ...
by Eddie
Thu Mar 23, 2006 1:50 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 27536

Aye, i played the Mechcommander games and only the demo of Mechwarrior 4. Though i really liked the demo, i never got around to get the game. I'm no expert on the MW universe, but what you say is what i had in the back of my mind.
by Eddie
Thu Mar 23, 2006 1:12 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 16874

(If i repeat ideas already proposed, please excuse, hadn't time to read all the stuff here yet) Any of you played a Mechwarrior game? FO could do shipdesign along those lines. Its an intuitive drag and drop system and allows for alot of variety other than "how many guns can i fit on that ship&q...
by Eddie
Thu Mar 23, 2006 12:03 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 27536

Just joined the forums recently, so don't know every bit of information yet, but what i know so far is this: - ships will have weapon slots - ships will get some form of combat bonus for beeing smaller (able to dodge) - ship size diversity will be encouraged by different sizes having different roles...
by Eddie
Tue Mar 21, 2006 10:56 pm
Forum: Other Game Design
Topic: Fleet resupply
Replies: 72
Views: 19480

Didn't read the entire thread, but some of it. Please excuse if i repeate ideas already posted. Idea: We start off with a fairly detailed supply system that is acceptable early game when you have few ships and use research and technology to simplifiy it as the game advances. Example - for your early...