Search found 289 matches

by iamrobk
Mon Nov 15, 2004 10:34 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

Not sure there's a good way around this, and well, it sort of makes sense that a richer economy can support more ships. If you're smaller than your opponent, well, then you're going to need better ships or bigger allies or hope that your opponent has to fight on multiple fronts. Yeah I agree. Besid...
by iamrobk
Mon Nov 15, 2004 10:32 pm
Forum: Graphics
Topic: My Ships
Replies: 16
Views: 6587

My Ships

Here are some renders of a carrier I just made: http://img83.exs.cx/img83/1092/spaceship1.th.jpg http://img83.exs.cx/img83/8758/spaceship2.th.jpg It's supposed to be a carrier. The small ship is a fighter (untextured, but I think it's looking pretty good). These renders are like 2 days old, but I ca...
by iamrobk
Mon Nov 15, 2004 8:46 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

Maybe the more of a kind of ship you buy, the more it costs? They could go up by Y amount every time you buy that kind of ship (Y would be different per ship type, and would be larger for larger ships), and would automatically go down X at the end of each turn.
by iamrobk
Mon Nov 15, 2004 12:23 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

As for how many is too many, that i guess is something we need to determine later on. The reason I asked about how expensive is expensive is because of the factors affecting non-military ships that are needed to make the game run. No matter what method we use, we'll have to deicde the costs of ship...
by iamrobk
Sun Nov 14, 2004 10:03 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23197

I wasn't saying that it shouldn't be a part of FO and I would be quite annoyed if tactical and strategic space combat was removed from the game. What I meant and what I said was that too much emphasis on space combat (which from my POV includes ship design) takes away from the strategy part of the ...
by iamrobk
Sun Nov 14, 2004 7:23 pm
Forum: Other Game Design
Topic: General Diplomacy Thread
Replies: 11
Views: 2522

General Diplomacy Thread

There are some diplomacy threads out there, but this is just kind of a general thread for it, with no real direction or anything. Mainly just to get ideas out, and some discussion as too the general way deiplomacy will work. Anyway, my initial thoughts on diplomacy is that it should be one of the ma...
by iamrobk
Sun Nov 14, 2004 7:19 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23197

While space combat is a vital part of a 4x space game, if you force players to put too much work into it, it will take away from the main point of the game, which is the 4 Xs. Interesting point, really. My personal feelings are that space combat definately is, and should be, a part of FO (and 4X's ...
by iamrobk
Sun Nov 14, 2004 7:16 pm
Forum: Other Game Design
Topic: Tech tree - other dimension (probability)
Replies: 36
Views: 5399

Very interesting idea. I think that it would be cool if all techs you haven't researched yet are hidden. Like, you have no clue what'll happen next. Also, scientists shouldn't just move instantly from one tech to the next. Also, what tech they DO research next should depend on what has already been ...
by iamrobk
Sun Nov 14, 2004 7:11 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

The only potential problem with using economics to limit the number of ships is how expensive is expensive? How much should it cost and how long should it take to build the smallest sized ship? How then do you scale up from there? To make the game playable, a colony ship can't be extremely expensiv...
by iamrobk
Sun Nov 14, 2004 6:35 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

I still strongly believe in an economic cap (basically, ships are just plain expensive). Extremely simple to understand, able to be changed by modding, and works effectively.
by iamrobk
Sun Nov 14, 2004 1:36 pm
Forum: Story
Topic: General Discussion
Replies: 38
Views: 30303

Bastian-Bux wrote:iambrok only in v1.0 of MoO3 :). They got nerfed heavily later on.
Even so, they were too powerful, and we need to make sure that if we do include them, they aren't too powerful.
by iamrobk
Sun Nov 14, 2004 1:34 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

Hmm....interesting, but I think that could get pretty complicated. Also, it makes flag ships too powerful. If an enemy destroys your flag ship in the middle of a battle, what would happen? Do you use control of some fo your ships? Are they just not available in the next battle? What I see happening ...
by iamrobk
Sun Nov 14, 2004 3:12 am
Forum: Story
Topic: General Discussion
Replies: 38
Views: 30303

If there are gas giant races, they better have some big drawbacks. In MOO3 the gas giant races were really powerful because the gas giants were, well, gant, so that got them some good bonuses.
by iamrobk
Sat Nov 13, 2004 9:52 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

Eh, I don't really like that idea..... :|
by iamrobk
Sat Nov 13, 2004 2:17 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12843

So I guess we can all agree that limiting ships by economic reasons (IE, they are very expensive, cost a lot to maintain, etc.) is the best way to limit ships, right? I very much support this path, plus if people want to be able to use a lot of ships, they can just mod the costs to be lower.