Search found 13 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- Thu Mar 23, 2006 1:50 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27536
- Thu Mar 23, 2006 1:12 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16874
- 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...
- 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...