Search found 107 matches

by RonaldX
Mon Mar 08, 2010 5:21 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5704

Re: Ship Design

I'd say that the limited ammo of LR ships would be sufficient balancing. I follow you on this.. Should ammunition occupy a slot on it's own, then? Or should there be slots dedicated to ammunition? If X ammunition is inherent to the "missile launcher" slot, then a large ship with 10 of them, and a s...
by RonaldX
Mon Mar 08, 2010 3:08 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5704

Re: Ship Design

Using the term "size" in a purely abstract sense, as opposed to some sort of in-game "size" classification, I'm not sure that we really need to "sort" hulls by size like that. Instead, it would be better to consider what new strategic or tactical options are opened to the player by each hull type. ...
by RonaldX
Sun Mar 07, 2010 6:38 pm
Forum: Graphics
Topic: galaxy map information modes/overlays
Replies: 178
Views: 22976

Re: galaxy map information modes/overlays

Just throwing this out there, but why should you be able to see the detection radii of your enemies at all? I, for one, would be immensely entertained to have my enemy stash a little stealth ship which he thinks I can't see in one of my systems. Of course, I know full well that it is there, and I ca...
by RonaldX
Sun Mar 07, 2010 5:51 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5704

Re: Ship Design

I'm going to double-post here because this new one is an abstract of what I'm thinking as far as ship design and progression. From the Ship_Hulls and StringTable text files, I pulled out your ship designs and I'm going to do some small adjustments so I can categorize them a bit. I'm going to ditch t...
by RonaldX
Sat Mar 06, 2010 9:16 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5704

Re: Ship Design

Currently, the plan is to have race-specific artwork for Constructed Hulls, and generic artwork for the others, which is used for all races, though if we get a bunch of professional, enthusiastic artists with a lot of time on their hands, I suspect race-specific ships for other hull types will be m...
by RonaldX
Sat Mar 06, 2010 4:34 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5704

Re: Ship Design

In going through this data and poking through the text files on the tech tree (ironically enough, FO won't compile on this computer, but I can figure enough out from the text files to understand it), my only concern is that if there are roughly a half dozen hulls of each type, then you're looking at...
by RonaldX
Fri Mar 05, 2010 10:15 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5704

Re: Ship Design

The idea of hull "size" is obsolete . What kind of development did you have in mind? The large majority of what needs to be done for ship design involves the creation of content such as parts and hulls. Thanks for this info.. I'm going to take some time and review everything before I venture furthe...
by RonaldX
Fri Mar 05, 2010 7:03 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 5704

Re: Ship Design

I've poked through this thread and the design pad and I have a few quick questions I hope someone can answer for me.. I remember reading another thread related to this some time ago but I can't find it now. I'm going to try to phrase the questions so you can answer with as little detail as possible ...
by RonaldX
Fri Mar 05, 2010 1:03 am
Forum: FreeOrion Project
Topic: Newcomers! What's confusing about Contributing to FreeOrion?
Replies: 50
Views: 7871

Re: Newcomers! Please describe what's confusing about FreeOrion

I took a bit of a hiatus, I finally broke down and bought a playstation, my first console since the SNES, and I've been spending some time shooting my friends. Hrm.. I wouldn't say anything is *confusing*, per se. The challenges for a new contributor come from the sheer volume of text that's been wr...
by RonaldX
Wed Feb 24, 2010 5:44 am
Forum: Other Game Design
Topic: Battle Math
Replies: 5
Views: 278

Re: Battle Math

Fair enough, thanks for the clarification.

-Ty.
by RonaldX
Tue Feb 23, 2010 2:04 am
Forum: Other Game Design
Topic: Battle Math
Replies: 5
Views: 278

Re: Battle Math

Edit: Went back over the linked design thread. Nevermind my original point. I'm curious, though, what kind of tactical interest you can provide without firing arcs and a damage system based purely on attrition? It would seem that the best strategy is just to rainbow everything you have and attack th...
by RonaldX
Tue Feb 23, 2010 12:46 am
Forum: Other Game Design
Topic: Battle Math
Replies: 5
Views: 278

Re: Battle Math

I'm with Joe on this, because I dislike both extremes. A ship which is 90% destroyed shouldn't be able to operate as if it were undamaged, but I also think that a ship which is operating at 10% shouldn't necessarily be a sitting duck, unable even to run away. Just as a quick suggestion, I don't know...
by RonaldX
Mon Feb 22, 2010 5:53 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1607

Re: Player Fleet / System Battle Authorization

There will be other counterbalances to stealth to avoid making it the end-all massively-all-powerful tool that everyone goes for. For example, creating ships that have stealth exceeding the detection of the opponent will require significant research dedication, to the exclusion of many other potent...
by RonaldX
Mon Feb 22, 2010 12:56 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1607

Re: Player Fleet / System Battle Authorization

I don't quite follow you on "special rules".. I'm proposing that there be no special rules at all. You get informed when someone has chosen to engage you, and you're told everything you can currently detect about their fleets, and then you decide whether or not you want to manually control the battl...
by RonaldX
Sun Feb 21, 2010 4:23 pm
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1607

Re: Player Fleet / System Battle Authorization

I can live with the "cease-fire" modification. It prevents Blue from re-engaging and pulling Red back into the same combat on the same turn, since the combat was over as soon as they both hit "cease-fire". Blue would have to pull out of detection range and effectively shut off all "detectible active...