Search found 643 matches

by skdiw
Wed Feb 22, 2006 4:37 pm
Forum: Other Game Design
Topic: Are Ginormous Ships Necessary?
Replies: 140
Views: 19093

I hope not everyone forgot about ship size parallelism idea? in terms of traditional strategy game, more research = more stuff. traditionally, it is implemented such that bigger ships are better, by virtue that they cost more to research. we don't have to do this for FO, which why I suggested that w...
by skdiw
Wed Feb 22, 2006 4:23 pm
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 14034

to reduce micro, I think there should be one fuel capacity across the board upgradable by tech. How would you define "fuel capacity"? Is it some abstract unit (litres, milligrams, tons) or a distance they can travel or a number of turns they can go? How would the latter two mesh with using fuel for...
by skdiw
Mon Feb 20, 2006 2:08 am
Forum: Other Game Design
Topic: Fuel
Replies: 103
Views: 14034

if fuel is going to be in the game, it should be very simple. some potential problems includes: mixed fuel capacity in a fleet, more tech research items, and yet another item in ship design. any of them can create a lot of problems and can be very complicated. even if ships slows down if they don't ...
by skdiw
Wed Jan 18, 2006 12:06 am
Forum: Other Game Design
Topic: Ship Design
Replies: 53
Views: 7005

...we got wave and fields, which can design to mimic contact delivery mechanism. Uhm... huh? How are wave and field similar to contact? Do you mean practically (in terms of chance to hit, dependence of damage on distance, etc.) or strategically (however you've already decided things are obviously g...
by skdiw
Sun Jan 15, 2006 8:31 pm
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4152

I think you can call mechanic variation as "AI bonus," and quality of AI as "AI intelligence." although i don't think it's necessary to distinquish them when the player chosing the difficulties levels for each opponent. i think it's fine just to increase the quality of AI and increase the bonuses as...
by skdiw
Fri Jan 13, 2006 9:34 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 53
Views: 7005

haha, I didn't even know it existed. looks good to me in general. 8) although, I find contact delivery mechanism is a bit weak; I don't forsee it being very useful. nice job, Geoff. contact = ramming weapons! Will obviously be the most powerful weapon type, only that if the enemy is faster then you...
by skdiw
Fri Jan 13, 2006 9:22 pm
Forum: Other Game Design
Topic: Race Conditions with Wonders
Replies: 16
Views: 2696

some crazy ideas: 1. one of the players gets a offer back of the pp invested or maybe a bit of bonus added on top. or if we have group wonder thing, then the other player chose another wonder that gets built instantly. 2. start a bidding war. 3. the players alternate in controlling the effects of th...
by skdiw
Fri Jan 13, 2006 9:16 pm
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4152

and as we said, that will work better :). or am I missing something?
by skdiw
Fri Jan 13, 2006 7:06 am
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4152

o ok, i see what you mean now. yeah, that will work.
by skdiw
Fri Jan 13, 2006 6:56 am
Forum: Other Game Design
Topic: Ship Design
Replies: 53
Views: 7005

haha, I didn't even know it existed.

looks good to me in general. 8) although, I find contact delivery mechanism is a bit weak; I don't forsee it being very useful.

nice job, Geoff.
by skdiw
Thu Jan 12, 2006 11:00 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 53
Views: 7005

Personally I think A needs to equal A as closely as possible (energy cost equals tonnage) because otherwise the game will be unbalanced and some weapon types would be cheaper and more effective than others. But that raises the obvious question which you raised- why have another restriction on how m...
by skdiw
Thu Jan 12, 2006 10:26 pm
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4152

There are times when it's justifiable to give a player bonuses. A newbie versus a veteran, for example. To prevent it being cheating all the players should see if others have handicaps of boni, before play starts. If you know at the time the game starts that one or several players have boni it's no...
by skdiw
Wed Jan 11, 2006 4:49 pm
Forum: Other Game Design
Topic: Morals and Your Race
Replies: 14
Views: 3309

The good and evil, as the way you presented, won't work. Morality cannont be implemented as you described. You cannot let morality prevent players from playing important features of the game, such as waging war. Good needs to be able to wage wars. They need to be able to defend themselves and attac...
by skdiw
Wed Jan 11, 2006 6:05 am
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12038

we call "segmentation" as quicker production, or shorter production time frame. -_-
by skdiw
Wed Jan 11, 2006 5:57 am
Forum: Other Game Design
Topic: Ship Design
Replies: 53
Views: 7005

I originally started out with the same concept, and got the same response :). Actually, if you look at MoO1, they use power. Take a look at a weapon/device you're about to equip. It will have 4 numbers: Cost, Size, Power, and Space. Cost is obvious. Size is the size of the object. Power is its powe...