Search found 724 matches

by Daveybaby
Mon Jul 24, 2006 12:55 pm
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 7465

I guess part of the problem is that changing the focus or the effects of technology just change the meter values that determine resource production after multiplication by population numbers. It's "simple" to just have a single meter value, even if multiple time-dependent things affect the meter va...
by Daveybaby
Fri Jun 30, 2006 9:00 am
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 7465

A high conditional probability between events does not mean that one implies the other necessarily. I was being silly, hence the smiley? The numbers are irrelevant, especially round numbers that are picked out of the air to illustrate an example. I fail to see your point... I mentioned the same eff...
by Daveybaby
Thu Jun 29, 2006 3:46 pm
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 7465

If it takes 10 turns to replace all the population of type A with population of type B, then it would take about 20 turns to remove all the population of type A and replace with equal amounts of type B. I'm not sure what the cutoff for "a large number of turns is" but if it's not 10, then it's prob...
by Daveybaby
Thu Jun 29, 2006 9:41 am
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 7465

The problem is, if you only allow one species per planet, ever, hardcoded into the game, then it makes it very tedious indeed to try to change species. You will either have to: (1) Bombard the planet empty first. Not particularly useful if, for some weird reason, you dont actually want to kill off l...
by Daveybaby
Mon Jun 26, 2006 1:02 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 8857

I prefer 'Quantum Fortnights'. :P
by Daveybaby
Mon Jun 26, 2006 10:58 am
Forum: Other Game Design
Topic: Self destructing planets...
Replies: 10
Views: 1722

Personally, i think this is a bad idea. Successfully invading an enemy's planet should be rewarded - if you make it to easy to salt the earth why boher to invade at all? And who the hell is going to want to live on a planet that's wired to explode? What if there's a bit of dodgy wiring somewhere, or...
by Daveybaby
Tue Jun 13, 2006 9:12 am
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 8857

Well, taking the case of 2 stars on opposite sides of the galaxy was (fairly obviously, i thought) just an extreme example to illustrate the point. And you somehow forgot to mention the fact that having a hundred stars in the shape of a spiral galaxy in realspace is even more ridiculous. :roll: If y...
by Daveybaby
Mon Jun 12, 2006 9:51 pm
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 3364

Having parts that are usable in either type of ship (as an example) would reduce maintenance. No it wouldnt, because it never happens. Regardless, real life is not the issue, i was just using it to illustrate a point, i.e. - this is something that happens in real life, you could use a model of that...
by Daveybaby
Mon Jun 12, 2006 2:15 pm
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 3364

A major factor in maintaining real-life systems isnt the age or type of the technology involved, its how many different things you have to maintain. For example, if you have 3 different types of fighter plane (say, 100 of each for a total of 300 planes), then your maintenance costs go way up compare...
by Daveybaby
Mon Jun 12, 2006 2:03 pm
Forum: Other Game Design
Topic: Design your ship appearance
Replies: 5
Views: 1738

marhawkman wrote:Isn't Robin Williams always funny?
No, he's not. Have you <i>seen</i> any of his recent films?
by Daveybaby
Mon Jun 12, 2006 1:57 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 8857

I would normally say that changing the in-game units to something non-arbitrary is the right way to go. Using light years as a unit of distance is a sci-fi staple. However, since this game uses a starlane style of movement, you can get away with a lot by just changing technobabble. For example, if y...
by Daveybaby
Fri Mar 17, 2006 10:41 am
Forum: Other Game Design
Topic: Obscure Technology Ideas
Replies: 80
Views: 10708

marhawkman wrote:The difference is that the damage is determined entirely by the ship's powerplant. Not by the weapon design.
Ahhh... neat. Kinda like a weapon of last resort.
by Daveybaby
Thu Mar 16, 2006 5:54 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 10783

isn't that what you do in COW? :p I've decided to do without players, since they conflict with my complete lack of executable code. :oops: Ok sorry I meant with fuel what you call reaction mass. Just as my preference isn't the only one, neither are yours. The point of my system was to make the newt...
by Daveybaby
Thu Mar 16, 2006 4:14 pm
Forum: Other Game Design
Topic: Obscure Technology Ideas
Replies: 80
Views: 10708

Energy Laser This weapon converts the power it is supplied into a beam of destruction. Since the amount of power that can pass through this weapon is unlimited, damage output is maximised based on power supplied. A downside of too much power running through the system is that power must be continuo...
by Daveybaby
Thu Mar 16, 2006 4:04 pm
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 10783

BUT..... That's only an issue if the player is directly controlling the fleet. If not then we can just let the AI do whatever the player told it to do. So youre adding in a layer of complexity, then adding in another layer of AI in order to reduce the complexity back to a level where the player can...