Search found 643 matches

by skdiw
Sun Feb 11, 2007 7:22 am
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 9924

many of people ideas here have been brought up long time ago. in fact, ideas along with mine got so fancy that the map worked more like free space with analgous of "mountains and valleys," "tribal cache and indians," "impassable rivers and mineral rich oasis..." if i remember correctly, the basic co...
by skdiw
Tue Jan 30, 2007 6:31 am
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 9924

just add in some fluff to explain why it's 80. say light travels slowly in that universe. or say FO space is warped and got a lot of wrinkles so you have to travel 80. in terms of game function, player just want to get there in one turn :p. in terms of units, just pick two letters... GM or something...
by skdiw
Tue Jan 30, 2007 5:10 am
Forum: Design Archive
Topic: Space combat: next steps
Replies: 28
Views: 13640

What if you had just a few big, awesome ships? Ships you knew the names of, which you designed from the ground up, which you take the time to repair, refit and upgrade as tech becomes available? What if you had emotional investment in your ship? wonder unique ships have been brought up before. FO i...
by skdiw
Tue Jan 30, 2007 4:50 am
Forum: Strategy Games
Topic: Galatic Civilisations 2?
Replies: 11
Views: 4094

i personally think galciv and galciv is a very good strategy game. geoff got it right: it's meant to play more as macro strategy game, as in the old adage, "you win wars because you already won". the combat was meant to be very simple, in fact my guess is that they made combats more complex in galci...
by skdiw
Tue Apr 11, 2006 12:22 am
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 3652

I know. I was just explaining how the maintenance cost of old tech can increase. we shouldn't undermine research. we should factor in as much of the cost into rp of a tech so there will be no 'side-complications' with research. As tecnology incresses old ships typicaly become cheaper to build then ...
by skdiw
Tue Apr 11, 2006 12:19 am
Forum: Other Game Design
Topic: Building Production Requirements, Restrictions and UI
Replies: 26
Views: 4362

Now I truly hope there are going to be enough planetary building projects to keep that part of the game interesting. I am quite conserned about this issue because when I read the 0.3 specifications about it, they only said that there are going to be some building projects for the player. there is n...
by skdiw
Sun Apr 09, 2006 5:11 am
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 3652

why dont you just make maintenence be a % of ship cost?

it's likely that newer ship will cost more than old.
by skdiw
Tue Apr 04, 2006 2:59 am
Forum: Other Game Design
Topic: Shields and Weapons
Replies: 25
Views: 3276

galciv 2 got me thinking again whether weapon v shield rps is worth it. the rps was dry and it seems galciv sacrificed econ tech tree so that the whole tech tree wasn't as cluttered. i think we should be wary about these potential problem. if we could, we should add flavor to each of the weapon and ...
by skdiw
Thu Mar 16, 2006 6:58 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 11860

I think something more accurate would have been something like the Druuge Mauler - a ship you can fire at long ranges, have it moving AWAY from the enemy, and still fire at long range. i thought of that and i thought it be cool that some weapons are very powerful that it pushes the firing ship back...
by skdiw
Thu Mar 16, 2006 5:09 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 11860

Q: I've decided that all footballs will be painted green from now on. A: But that will it very hard for players to find the ball against the grass. Q: Players? Ive decided to do without them, since they conflict with my plans for green footballs. lol. isn't that what you do in COW? :p okay, back to...
by skdiw
Thu Mar 16, 2006 5:03 pm
Forum: Other Game Design
Topic: Resources / Mining / Resource Collection / Power Sources
Replies: 2
Views: 936

four basic resources and trade is plenty already. any speical resource should just translate into the basic resources or trade or some specific bonuses kinda like in civ.
by skdiw
Mon Mar 13, 2006 10:31 pm
Forum: Other Game Design
Topic: planet balancing
Replies: 35
Views: 6029

i concur with geoff, it's too early to talk about balance. there could be numerous other unforseen factors that needs to be calculated. things like a race that only lives and thrive on exotic planets. they get a huge bonus on such bonus. if those planets were abundant, then the race is too powerful....
by skdiw
Fri Mar 03, 2006 11:08 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19087

you misunderstood again. think of ship classes this way: classes = size in your proposal, except the only difference is that classes doesn't necessary mean bigger ship = bigger size, though it could mean that. a class just means a set of measures, which one of the measure could be size. "classes" i...
by skdiw
Fri Mar 03, 2006 5:17 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19087

for clarification, geoff really means equal resources spent for each size. otherwise, 50 scout + 50 cruiser + 50 death stars is pretty much back to the old drawing board. No, I mean equal numbers of ships of each size. That's the whole point... to make the numbers of each size in your fleet roughly...
by skdiw
Thu Mar 02, 2006 11:10 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 14020

In particular, if there were explicit fuel ships, these could be attacked and destroyed only by attacking the fleet itself, whereas supplies could be cut off just by blocking all supply routes. i thought about explicit fuel ships, but then it will get really annoying each time you send a detachment...