Search found 226 matches

by emrys
Tue Nov 02, 2004 7:24 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21895

"Haravikk-style order phases" - rather than have order phases at fixed intervals or at player demand, the Game engine determines when the player's are allowed to give orders, based on when the ship/taskforce AI's think they need new orders. (generally not very popular). This one is a bit wrong, my ...
by emrys
Tue Oct 26, 2004 6:17 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23712

Sorry, this is totally childish of me but I just couldn't let this go: Many of you have pointed out problems with my countering system, but not one of you has made up a countering system yourself. If you don't like mine, then fine, but make one so the rest of us can see what you think would be bette...
by emrys
Mon Oct 25, 2004 1:58 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21895

For an example of real-time, please try almost any game except Moo3, because that'll pretty much put you off the whole idea :) Just a quick note to clarify things for people insane enough to try to pick up the thread from here. 'Phased real-time' explained (N.b. deliberately overly explanatory, try ...
by emrys
Thu Oct 21, 2004 6:22 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22381

Just a quick note for anyone who blunders into the middle of this raging argument (*cough* sorry, obviously I meant 'productive discussion'). The two stage design process being advocated by Impaler IS NOT the same as the basic stars! system. It is in fact a rather heavily modified variation on it. T...
by emrys
Wed Oct 20, 2004 5:34 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22381

Just a quick comment, totally out of the thread of the conversation, I'll post real comments when I actually get a chance to read stuff. Overall I'm very, very in favour of a Stars! based system, which I feel gives a great feeling of design and interest in your ship designs, is easy and intuitive to...
by emrys
Thu Oct 14, 2004 4:50 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15332

Okay this is getting silly. It seems to me that some people are being deliberately obtuse. Just because you don't agree with what somebody is saying doesn't give you the right to call them stupid. I disagree with what others are saying but that is my POV. IF you don't like it, then say so and give ...
by emrys
Thu Oct 14, 2004 4:42 pm
Forum: Other Game Design
Topic: GLobal fleet reserves vs apper when built
Replies: 29
Views: 3735

There are actually some implementation issues we should consider. At present Free Orion is built around a client-server model. All the game rules are run on the server, which each turn transmits to each client exactly what it is supposed to know. The client just shows stuff and lets you make orders....
by emrys
Thu Oct 14, 2004 4:20 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21895

RE- haravikk's ideas of 'bullet-time' and 'Order-requesting-units'. I think the devil in those details will be considerably nastier than other AI devils. If ship AI can't carry out missions perfectly, as least it carries them out predictably. <snip> Even the pace of combat might be intelligently con...
by emrys
Tue Oct 12, 2004 5:30 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21895

What if combat was less direct orders but more decision based? <snip> (The player's AI) ... will look out for certain circumstances, for example ships being surrounded, a mission being complete (and not being sure of what to do), heavy damage being suffered and so on. When this happens a 'Situation...
by emrys
Fri Oct 08, 2004 5:18 pm
Forum: Other Game Design
Topic: Brainstorming Building, tech, specials
Replies: 41
Views: 6476

It didn't occur to me that accessing numeric properties of targets would let effects like target.currentpopulation = target.currentpopulation * 0.5 be done, which is unfortunate as doing so compeltely destroys order-independence of the results for multiple different effects. I guess there's no good...
by emrys
Thu Oct 07, 2004 8:35 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15332

I'm seeing the light on the concept of pp/turn but what are the limits and how are they set? If it a minimum of 5 turns for all ship hulls or does it increase with each size? Are there ways to reduce the number of turns required? Imho, when I have research hull size 10, I don't want it to take 15 t...
by emrys
Wed Oct 06, 2004 10:39 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15332

Right, so we're not quite as far along as we thought, since it seems that even point 2 is contentious. I.e. at least one person (Ranos) has advocated a system where having one shipyard in every system is not unusual (e.g. typically on the order of a hundred or many hundreds of shipyards in the mid-l...
by emrys
Tue Oct 05, 2004 6:00 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15332

Lets deside on the points that we agree on first so we can all brainstorm fromthe same page. 1 Shipyards are System Level improvments and not attached to any Planet in the system 2 Shipyards are intended to be rare and expensive, players likely have shipyards in only a handfull of their systems. 3 ...
by emrys
Tue Oct 05, 2004 5:18 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15332

erm, the local building queue is unlimited. You can have as many build projects on a planet as you have capacity in the global queue. egads! Do you actually seriously mean by this that in the final v1.0 version of the game you expect any planet to be able (should the player so choose) to build an e...
by emrys
Tue Aug 17, 2004 3:34 pm
Forum: Other Game Design
Topic: General Issues / "Feel" of Space Battles
Replies: 97
Views: 12949

I think for the purposes of gameplay we should just throw out any attempt or inclination to produce 'realistic' sizes or scales, or even to stick to "minor trivialities" like the vacuum speed of light :). Let's just pick what objects we want on the battlefield, then pick sizes for them that work in ...