Search found 643 matches

by skdiw
Wed Jan 11, 2006 5:48 am
Forum: Other Game Design
Topic: Morals and Your Race
Replies: 14
Views: 3525

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 attack...
by skdiw
Tue Jan 10, 2006 9:10 pm
Forum: Other Game Design
Topic: Morals and Your Race
Replies: 14
Views: 3525

gal civ had morality and I liked it. Being good and evil has distinction and along with it, advantages and disadvantages: being good, you tend to do better diplomatically especially with other good-aligned, more trade, research good-only techs, but your planet usually starts with some disadvantages;...
by skdiw
Tue Jan 10, 2006 8:26 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 53
Views: 7605

From what I understand, your power idea is just another restriction on how much stuff can go on a ship. In that case, I would just say, size of laser = size of mass drivers, rather than say one takes more space but less energy, which you need power plant that doesn't require as much space and the ot...
by skdiw
Tue Jan 10, 2006 8:09 pm
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4486

Re: AI

Check out the following link about AI development in GalCIv II http://www.galciv2.com/Journals.aspx I think the AI game mechanics should not be different at all for different difficulty levels just the AI should be smarter or dumber. I agree with the GalCiv developer when he says that it should fee...
by skdiw
Tue Jan 10, 2006 7:47 pm
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4486

To prevent player exploitation Why? If players wants a cakewalk, why hinder him? What I meant by exploitation is to prevent the player that knowing that his enemy is Psilons, he is going have to rush him. The Psilons have a certain character to it, and there's a corresponding strategy to beat him l...
by skdiw
Tue Jan 10, 2006 7:35 pm
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4486

another thing you might want to consider is personality. Maybe a race tend to be more aggressive, or likes to build, so their ability to do something might reflect their personality. For example, lets say player chose difficult at "50%" for a computer who likes to do reserach. the comp's ability to ...
by skdiw
Tue Jan 10, 2006 12:40 am
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12646

When building time decreases, overall production cost decreases, too. That would make very specialized big ships cheaper than fleets of small ships. I'm wondering if it's possible to have ships built not by tonnage/turn but rather by taking complexity into account along with tonnage. we can also at...
by skdiw
Mon Jan 09, 2006 1:07 am
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12646

I have a few ideas: 1. this idea is like tonnage one. you can build any tonnage ship you want (no size restrictions), and the shipyard determines how fast (tonnage/turn) you can build. note that it's possible to build mulitple ships per turn. the tonnage is one factor that determines the subspace sp...
by skdiw
Sun Jan 08, 2006 11:40 pm
Forum: Other Game Design
Topic: Building Production Requirements, Restrictions and UI
Replies: 26
Views: 4650

Let me put the example in another way. Let's say you built a university building that had a prereq of two libriaries. what if you researched adv. university tech that is a more powerful version of university building. To get the effects of adv. university, you have to build it under building prereq...
by skdiw
Sun Jan 08, 2006 10:59 pm
Forum: Other Game Design
Topic: Difficulty Levels / AI
Replies: 26
Views: 4486

It's hard to get AI to be smarter, rather than just some advantages. Some differences in AI lvls could be: -starting resources, including ships... -more resources gathered and other bonuses -able to identify strategic locations -able to attack and protect strategic locations -more aggressive, and ba...
by skdiw
Sat Jan 07, 2006 1:32 am
Forum: Other Game Design
Topic: Building Production Requirements, Restrictions and UI
Replies: 26
Views: 4650

imo, I think 2 building/ 5 turn is number that most player can manage with no queue and that's the max number we should aim for. Getting back to my first paragraph, even ignoring the above stuff, what's your point? Do you want to remove the queue? Having a queue does not require that there be any p...
by skdiw
Fri Jan 06, 2006 9:34 pm
Forum: Other Game Design
Topic: Building Production Requirements, Restrictions and UI
Replies: 26
Views: 4650

small queue is fine. I'm just worried because queue is an indication micromanagement. you use a queue when there are a lot of things to deal with and that's opposite to the building/infrastructure concept. Really you use a queue when you want to prioritize things and have limited resources to do th...
by skdiw
Thu Jan 05, 2006 11:01 pm
Forum: Other Game Design
Topic: Proposed Space Combat/Ship Design Model:
Replies: 28
Views: 3628

In theory, we could even skip ship design as a separate step and simply have "Task Force design", where you stat out the Capital Ship's systems and the number and types of Escorts. It would be identical to designing a carrier in a conventional 4X game as you propose, except at one higher level of a...
by skdiw
Thu Jan 05, 2006 10:34 pm
Forum: Other Game Design
Topic: Multiple movement modes - proper place in tactical combat?
Replies: 5
Views: 988

if its RTS combat, I think a max speed and acceleration rating might be good. It its turn base, I think just a max speed is fine.
by skdiw
Thu Jan 05, 2006 12:23 am
Forum: Other Game Design
Topic: Proposed Space Combat/Ship Design Model:
Replies: 28
Views: 3628

What I am aiming to do is to seperate the 'capital ships' (called flagships in my system) / 'escorts' from the travel types. Since the player can choose which ship is a flagship, the player can make a ship with a hyperdrive a flagship or a big ship a flagship or a scout a flagship or a carrier a fl...