Search found 226 matches

by emrys
Mon Aug 16, 2004 8:37 am
Forum: Other Game Design
Topic: General Issues / "Feel" of Space Battles
Replies: 97
Views: 22135

Oops. I think I may have realised what's caused a bit of a communications gap between some of us. My fault for using the word "corvette" for the smallest ship class and forgetting that Homeworld uses that for what is in effect a heavy fighter. I suspect there are two groups here, one who s...
by emrys
Mon Aug 16, 2004 7:53 am
Forum: Other Game Design
Topic: Shipyards / Starbases
Replies: 8
Views: 3914

My preferences: 1a) Limits - B (number of simulatenous ships ("# of slips") &C (PP/turn "Complex capacity") (& possibly limit on max tech components ("production methods") or hull size ("size of slips") buildable at that shipyard?) 1b) WHERE DID 1b GO?...
by emrys
Fri Aug 13, 2004 6:01 pm
Forum: Other Game Design
Topic: General Issues / "Feel" of Space Battles
Replies: 97
Views: 22135

Why not just build the small ships as squadron type units to begin with? ) The idea I was going for was that at the start of the game the player CAN build single corvette units (because that's all they can afford). Mid game we as designers want to shove them towards building the corvettes in groups...
by emrys
Fri Aug 13, 2004 2:20 pm
Forum: Other Game Design
Topic: General Issues / "Feel" of Space Battles
Replies: 97
Views: 22135

Re: General Issues / "Feel" of Space Battles

A typical late-game fleet might have 5 battleships and 5 carriers, which are huge ships, 5 destroyers, which are medium, and 5 sensor ships, which are small. (and perhaps a C&C ship, and some "special effect" ships like warp interdictors or area-of-effect special ships if included, ea...
by emrys
Fri Aug 13, 2004 2:07 pm
Forum: Other Game Design
Topic: General Issues / "Feel" of Space Battles
Replies: 97
Views: 22135

I can see a reason to have small ships built in groups, it helps us to keep the range of costs and build times down to a manageable level and makes balancing the game much easier. I.e. It's a lot easier to keep a game balanced that has a small ship built in fives costing 5 and taking 5 turns and a l...
by emrys
Thu Aug 12, 2004 4:37 pm
Forum: Other Game Design
Topic: General Issues / "Feel" of Space Battles
Replies: 97
Views: 22135

General summary of my preferences: Total War engine applied to space combat, with tweaks. Ship numbers between 2 and <100 max, broken down into ten varying sized groups (e.g. single units to 10 packs) with the game focus shifting with typical group size. I'd like : some player control of the tactica...
by emrys
Tue Aug 10, 2004 5:42 pm
Forum: Graphics
Topic: 0.3 Battle visualisation/combat pop-up
Replies: 7
Views: 4541

(sidenote: tooltips. #1 barrier to newbies figuring out the game) Huh? Tooltips prevent newbies from learning how the game works? How so? Worst case scenario, they could just be ignored. Well, I suppose there is just about a coherent argument that says that having tooltips everywhere is an excuse f...
by emrys
Mon Aug 09, 2004 1:01 pm
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 9046

They could always break the asteroid up into smaller bits to use as stating points for fighters. Presumably they're just building their ships form asteroids rather than entirely metal/bio becuase given their nature, industrial and tech base it's more efficient for them to start with an asteroid, hol...
by emrys
Fri Aug 06, 2004 5:57 pm
Forum: Other Game Design
Topic: Tech tree fundamentals
Replies: 48
Views: 13325

Well, I , and ... have you nothing to say in their defence? (or do you agree with my interpretation now?) The short answers would be "Tore apart your whole strategic categories for ships" - Considering both of the two meanings of 'tore apart', I agree you attacked many points, I don't fee...
by emrys
Fri Aug 06, 2004 2:48 pm
Forum: Other Game Design
Topic: Tech tree fundamentals
Replies: 48
Views: 13325

I think however we categorise things, we are going to end up with one category holding many things, of which the player will only really want to follow some. Partly this is dealt with by the theory/application structure, since you don't have to research all (or any) of the applications under a theor...
by emrys
Fri Aug 06, 2004 2:38 pm
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 9046

Drek: I'd definitely planned on the player designing ships by selecting components for slots in ships, yep. As well allowing us as designers some level of control over what kind of designs are viable (i.e. we can make things as restrictive or flexible as we like), it also lends itself to a nice plea...
by emrys
Fri Aug 06, 2004 10:16 am
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 9046

As I see it, those people who don't like my preference of designing a system with "expected" (n.b. not "fixed") roles for ship sizes considered from the outset, seem to talk a lot about how the system they want produces the expected roles, or at least will with careful balancing....
by emrys
Fri Aug 06, 2004 9:46 am
Forum: Other Game Design
Topic: Tech tree fundamentals
Replies: 48
Views: 13325

Quick question, given those ship categories, are you realistically expecting to see empires with spacecraft tech levels that read: general = 2, offensive = 8, defensive = 3 and general = 2, offensive = 4, defensive = 8 and general = 7, offensive = 3, defensive = 3 or are we basically likely to alway...
by emrys
Fri Aug 06, 2004 9:22 am
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 9046

I've updated the wiki page, so hopefully it addresses a few more of these points, and includes people's suggestions. @Daveybaby: From the start I've been trying to go with option (2), i.e. get the RPS stuff based on the weapon loadouts, with the hull sizes influencing the weapon loadouts, rather tha...
by emrys
Fri Aug 06, 2004 8:20 am
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 9046

Much better are more complicated webs of strengths and weaknesses, with each particular type of weapon / defence having several of each. ... lots of stuff ... Whilst I agree in principle, I think we should be slightly wary of attempting to add too many interconnections on the same level (i.e. many ...