Search found 107 matches

by RonaldX
Sat Mar 27, 2010 4:42 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

You already kind of stated the main question regarding worldships.. Are they really big ships that can hold people and industry, or planets that can move? If it's the former, I'd say give it lots of ship parts and it must not have planetary shield or resource meters , but might provide a static amou...
by RonaldX
Fri Mar 26, 2010 12:12 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

I think it's a lot more interesting and cool if the player can customize his worldships like he can his regular ships, and I don't really see a compelling gameplay reason to do otherwise. This also allows players who didn't go for planetary defense to go after a different option that still allows w...
by RonaldX
Wed Mar 24, 2010 4:35 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

I have a doctor's appointment shortly but I just wanted to throw out some quick responses to this. Mostly agreement. I wonder though, if worldships have a capacity for buildings, would there ever be an advantage to building it with the buildings already in place on the ship? I would think that the s...
by RonaldX
Tue Mar 23, 2010 3:10 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

Perhaps we should consider giving LLR a more significant range advantage over SLR... Sounds good. Should particular hulls be predestined to be worldships, or should they be made worldships by virtue of a particular (large internal) part? The former seems like a better option to me. I agree. I would...
by RonaldX
Sun Mar 21, 2010 7:59 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

Sounds like a good solution. Might also be interesting to have large launchers have a very slight range advantage over small launchers. I mean *very* slight, but enough to give them first-fire capability. If PD is a range of 3 SR is a range of 5 LR is a range of 15.. Perhaps make LLR = 15 and SLR = ...
by RonaldX
Fri Mar 19, 2010 3:51 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

I agree. A large missile launcher could have perhaps 6-10X the ammo and rate of fire as a small missile launcher. Perhaps ammo could get less of a boost, or none at all, so that the smaller external slots on the ship are still useful for holding ammo. No arguments here.. even if a large missile lau...
by RonaldX
Thu Mar 18, 2010 4:12 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

I do like that idea for pre-battle ship placement. It gives an attacker some time to array his forces and removes the "cluster around the starlane" defense tactic, which I find ugly. It also solves the instant-teleport question I brought up earlier. The idea for missiles being fired pre-battle could...
by RonaldX
Wed Mar 17, 2010 10:07 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

You've sold me on most of these concepts, hopefully I havn't been sounding too argumentative and have brought up some valid concerns that will be considered in balancing; that's all I can really hope to contribute at this stage of development. Perhaps LR could fire off a few volleys of missiles that...
by RonaldX
Mon Mar 15, 2010 7:04 pm
Forum: Off-Topic
Topic: Master of Orion re-design
Replies: 2
Views: 2807

Re: Master of Orion re-design

I read it, and it looks interesting.. Guy is an awesome artist. However if you back out and look at his list of projects, he says that one has been pretty much abandoned, and looking at the list of projects, he has a good dozen on the go, and none of them are progressed beyond the "drawing pictures"...
by RonaldX
Mon Mar 15, 2010 7:01 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

If the defender's units can start anywhere in the system, then he could start with his SR in range of LR. Eww. That takes alot of the fun of positional combat out of the game.. Why wouldn't clustering your SR around the starlane entry just be the standard defensive tactic? If that's the case you es...
by RonaldX
Mon Mar 15, 2010 6:19 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

I'm rather dubious that fast LR will really be that overpowered ... Since speed is less useful for LR ships Speed isn't less useful for LR ships, it's more useful for LR ships. I expect you've never played a game where Kiting was an important element. Let's take, for example, the ubiquitous World o...
by RonaldX
Sun Mar 14, 2010 7:07 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

Sorry for the delay, I've had some minor surgery and I've been laid up for a few days. There are a few things I've thought about, and to be honest I see a system of 20 types of functionally distinct hulls as being entirely wrong for the combat style you've designed. From the design pad, the majority...
by RonaldX
Wed Mar 10, 2010 12:09 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

You don't have to determine which strategies are better - you just have to determine which strategies are better for later in the game. I don't see how this is any different than making basic hulls and simply having the techs unlock the relevant components to effect those strategies, except that yo...
by RonaldX
Tue Mar 09, 2010 4:40 am
Forum: Graphics
Topic: galaxy map information modes/overlays
Replies: 178
Views: 23126

Re: galaxy map information modes/overlays

Anyone ever play the old shareware game "Capture the Flag"? Briefly, it was a turn based game where your team went into enemy territory to find and capture the flag. When you were in enemy territory, if an enemy caught you, a fight would ensue and if you lost you'd go to jail. Different grid spaces ...
by RonaldX
Tue Mar 09, 2010 4:08 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5707

Re: Ship Design

Problem being if you are putting things further up the tree than others, you have to determine which "strategies" are better than others, so that you can put them deeper into the tree. If all you are doing is delaying when certain parts can be equipped, then you're already essentially doing what I'm...