Search found 226 matches

by emrys
Thu Feb 05, 2004 9:46 am
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 60773

No matter how broad and balanced, a static tree will eventually lead to a static path thru the tree. Irregardless if a certain tech is better than another similar tech or not, if a player likes/thinks it's better, that tech will continually be chosen game after game after game. I prefer that a fork...
by emrys
Wed Feb 04, 2004 4:32 pm
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 60773

* What happens to research on projects you can no longer afford, or want to cancel? (Discussion here.) I think research point progress in a project should decline over time (fairly quickly, like at the same rate it was being researched) if it is not being actively developed, but that you should be ...
by emrys
Wed Feb 04, 2004 4:12 pm
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 60773

I think that these should just go to waste. The micromanagerial user can pull out his hair and try to achieve a perfect number of RPs for the projects he has running, and the macromanagerial player will make sure he uses all the RPs he can, and won't sweat the small amount of waste. We should let t...
by emrys
Wed Feb 04, 2004 11:17 am
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 60773

How do you plan for psilon to be ahead of research? Or what if some wish to play humans and wish to go with research path? You can't get ahead of research if you capped it, which was one of the main criticism of HOI model. I envisage it like this, at any one time, a race might have for example four...
by emrys
Wed Feb 04, 2004 10:43 am
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 60773

It could be the place for refinement, but I really think research should be able to be distributed between research and refinement. Can't we just put it back into the current tech, or the next tech to be researched. Essentially no. The point of the HOI model of research is that it creates discrete ...
by emrys
Tue Feb 03, 2004 5:22 pm
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 60773

Q: Problem with extraneous rp ... As most of you know, my other idea is to have a rp imperial stockpile where you can use it to advance a cat/theory. We can work this idea and solve many other issues such as allowing players to get ahead of research because they have extra rp, how you get technolog...
by emrys
Fri Jan 30, 2004 4:14 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9096

Flippant though my last post was, there was a serious point behind it. I assume the reason people say "I hope it doesn't turn out to be Rock, Paper, Scissors" is that they are equating that with "set unit designs that you must use in the prescribed tactics". Equally I presume the reason people say "...
by emrys
Fri Jan 30, 2004 3:51 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9096

Aquitaine wrote: Can you name one succesful combat engine game that did not employ this model?
Real Life Evolution? (The basic rule set only has rocks, you have to evolve your own Paper and Scissors :) )
by emrys
Fri Jan 30, 2004 11:53 am
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9096

Daveybaby wrote:These are the bonuses which i've initially come up with for the COW project:
COW?
by emrys
Thu Jan 29, 2004 10:52 am
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9096

Some tactical objectives that would be relatively easy to put in could be: Planets: If we have bombardment and/or dropping invasion troops via assault shuttles etc. happen during combat then there is immediately an possible objective for an attacker beyond simply kill all the enemy (i.e. fight their...
by emrys
Wed Jan 28, 2004 5:35 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9096

'Inertial Instability' This is a good thought, but 'realistically' (gameplay should obviously come over realism) this wouldnt happen, as inertia is caused by gravity, of which there is none (or very little) in space. After all, a human in a space suit can travel at 35000 miles per hour in space and...
by emrys
Wed Jan 28, 2004 5:23 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 9096

I was thinking of morale the way it is used in the total war games. Unfortunately this sort of thing just doesnt happen in a modern, well trained navy, so it probably wouldnt happen in space combat, which in sci-fi is usually based to a large degree on naval combat. There's a world of difference be...
by emrys
Wed Jan 28, 2004 5:03 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

Arrrgggghhhhh, Public Review Thread Ahoy. And we barely managed to add two more posts. I feel shamed. ;)
by emrys
Mon Jan 26, 2004 6:06 pm
Forum: Other Game Design
Topic: Diplomatic Spying and the 'shadow game'
Replies: 22
Views: 2527

Another idea, there needs to be some way to slowly 'fade treaties out' to allow for war without the betrayal factor. (essentially you are giving them advance warning that they are 'on their own' in a fight..or that you are about to fight them) Perhaps have various 'treaty obligations' have a 'Stren...
by emrys
Mon Jan 26, 2004 5:44 pm
Forum: Other Game Design
Topic: Diplomatic Spying and the 'shadow game'
Replies: 22
Views: 2527

well except I think glassing HW would qualify as a massive long term effect. Well, yeah, but I was working within the slightly improbable framework that Utilae gave me, i.e. despite the fact race B just glassed your homeworld, you still hate race A more, maybe race A glassed the previous three? :).