Search found 643 matches

by skdiw
Thu Mar 02, 2006 10:42 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

Then if one player spent 10000PP building just small ships and another spent the same 10000PP on medium ships (or even a combination of sizes) then (assuming equal tech) the second player's fleet would be the stronger (in terms of combat strength). This is just what most previous games did and is w...
by skdiw
Wed Mar 01, 2006 8:10 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

Geoff's approach seems like it would end up with a sort of Laser Squad Nemesis feel where you control a combined arms force with relatively few units. In contrast, the "traditional" approach of having hundreds to thousands of the smaller vessel types would be more akin to a Total War game where a s...
by skdiw
Wed Mar 01, 2006 8:00 pm
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 8139

I say the foreign race loses it's technology and racial traits and is idle when you first colonize or annex. then during tranistory period, the foreign race works as if there were your own citizens (with your traits and techs). any new population growth are your own citizens, and foreign races can't...
by skdiw
Wed Mar 01, 2006 7:42 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 14024

Practically speaking, there's no such thing as a fuel limit to range. If an empire wanted to expend the effort, they could use the "Napoleon crossing the desert" strategy: send a force out some distance, drop a fuel dump, and then return to home base. Refuel, travel out to the first fuel dump, pick...
by skdiw
Wed Mar 01, 2006 6:43 am
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

the rest of your post was very thoughtful, but I thought I'd have some insight into the last sentence above. I think Geoff is advocating player choice. Geoff (from my reading of previous posts) thinks that if a player puts all of his/her research into medium ships and fighters (tiny), and another p...
by skdiw
Wed Mar 01, 2006 12:23 am
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

Do you agree that tech lvl 90 psilons should beat tech lvl 50 klackons? As I said earlier, it's easy to undermine research with your idea. I'm guessing you want this to be "yes", though I'm not sure... And am not sure what the relevance is... ok, here is what i see as your mistake. the following is...
by skdiw
Tue Feb 28, 2006 3:43 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 14024

I quite like the idea of tracking fuel. It potentially adds quite a few new strategic elements to fleet organisation. sounds good, except for the micro part. I'd love to come up against the situation where your fleet becomes stuck behind enemy lines and doesnt have enough fuel to make it home. So y...
by skdiw
Tue Feb 28, 2006 5:09 am
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

i interpret ship size as increase in hull size. since our ships have roles, i figure it's better to say "chasis," or "class." When you say "role" do you mean functions ships can perform, or predefined hull designed and limited to do a particular job? If the latter, when exactly was that decided? wh...
by skdiw
Mon Feb 27, 2006 4:36 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

the differrent sizes or chasis are researched once. you stick whatever components in there. the different chasis may comprised of better "power plant" or something else that makes their performance in certain area better than predecesor. or the improvements could be a bigger hull size than before. ...
by skdiw
Sun Feb 26, 2006 4:33 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 14024

I'm not convinced that several different factors affecting fuel consumption for a ship is really that complicated, since it does just boil down to one number per ship... (I think...) one number per ship is a lot of numbers when you have thousands of them. you still have the merging and split fleet ...
by skdiw
Sat Feb 25, 2006 5:59 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

we made a full circle geoff. okay, let first discuss what our battle landscape is like. becuase your way seems to have a landscape different from others, at least according to certain posts. do we want a roughly equal mixture of different sized ships? if the answer is yes, parallelism is need. if no...
by skdiw
Fri Feb 24, 2006 5:40 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

If you want a roughly equal mixture of different sizes, the sizes must be researched in parallel Again, please explain what you mean by parallel as I asked in one of those linked posts. utilae got the idea right. basically a parallel tech looks like x1 -> x2 -> x3 -> x4 .... y1 -> y2 -> y3 -> y4 .....
by skdiw
Fri Feb 24, 2006 6:53 am
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

Wouldn't that encourage players to have more smaller ships? The point of the above discussion about big ratios of effectiveness, and increasing effectiveness per unit cost with ship size, was to make it more effective to use big ships, so nobody would be able to make lots of small ships and compete...
by skdiw
Thu Feb 23, 2006 10:58 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 14024

i agree with tz. since you brought it up, now i guess it's a good time to decide. let's decide if we want another element into combat. and if so, as i mentioned before, we should consider integrating all the ideas like fuel, power, supply... together so we don't have a million things, and worst, ind...
by skdiw
Thu Feb 23, 2006 10:50 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19090

I still say we should explore size parallelism. if you want 5 sizes, we can do 3 different sizes to parallel research from at start, then graduation add on another two parrallel research branches (the three sizes were just an example). the size could have roles built into. so for example, the small ...