Search found 226 matches

by emrys
Tue Jul 13, 2004 9:52 am
Forum: Other Game Design
Topic: Strategic Resources
Replies: 23
Views: 2893

It's worth noting that "we could use resources like game X..." doesn't need to include "a reason not to use any other systems." since it doesn't actually imply not using any other system (that would be "we should only use resources like game X..."), just that the writer thinks this one would work. T...
by emrys
Tue Jul 13, 2004 9:15 am
Forum: Other Game Design
Topic: Limited Build Slots or No?
Replies: 48
Views: 5745

Emrys: I'm going to give you the benefit of the doubt and assume that english is not your first language. Unfortunately the problem is that English is my first language... I just have a tendancy to be bloody long winded and convoluted :wink: I'm not wedded to the slot system. The two main drawbacks...
by emrys
Mon Jul 12, 2004 5:02 pm
Forum: Other Game Design
Topic: Strategic Resources
Replies: 23
Views: 2893

[sarcasm]Equally, we could simply replace the game with a pencil and paper and tell players to write their own ideas down.[/sarcasm] Whilst resources could be used in many ways, we should choose one/some/all of them, and then think through any problems we forsee with that usage, ensuring we sort out...
by emrys
Mon Jul 12, 2004 4:55 pm
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4560

It may be numerically the same value, but it might not be the same strategically... There are always going to be plateaus where you get just enough food to support another world with this or that population and focus... Obviously, that's why I want to start with these values, they would be one of t...
by emrys
Mon Jul 12, 2004 4:35 pm
Forum: Other Game Design
Topic: Limited Build Slots or No?
Replies: 48
Views: 5745

Clearly the 'best' solution to the problem is to have buildings have 1) no slot limit per planet and 2) no maintenance fee. Why? 1) because developing a maintenance fee (or even a fee formula) isthat 'balances' a building throughout the game is, forgive me from saying it, extremely difficult if not ...
by emrys
Mon Jul 12, 2004 4:06 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 65337

Personally I'm sold on (any of a variety of minor variations on) Davey's local maintenance fees to limit shipyard output, i.e. a fixed base and a cost proportional to the maximum rate of PP spend there. On the other hand, I'm not desperately happy with any of the suggestions for local spending limit...
by emrys
Fri Jul 09, 2004 4:36 pm
Forum: Off-Topic
Topic: IMHO: This project has just lost its MoO feeling
Replies: 51
Views: 10624

Not that I'm really masochistic enough to want to keep this thread alive if I can avoid it, no that I don't realise that people have lives outside FO, but as one of the people who apparently voted for "Pooled production", is there any time frame available for when we will see exactly what combinatio...
by emrys
Thu Jul 08, 2004 4:28 pm
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4560

Although I agree that a table will give us the more flexibility for balancing , and so support it, I'd like to support geometric increase as the starting point for the table values, as it is more intuitive, since +1 on the meter always has the same relative value (i.e. 6->7 is, prima facie, as benef...
by emrys
Mon Jul 05, 2004 4:19 pm
Forum: Design Archive
Topic: Public review II: Buildings
Replies: 89
Views: 31938

I never "converted". I always thought of shipyards as having a certain, preferably upgradable, capacity. I defy you to find a post where I say otherwise. I assumed that was the part of the discussion for all of us, because until a couple of days ago, I never heard anyone explicitly say they thought...
by emrys
Mon Jul 05, 2004 3:41 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 65337

Question: Now it seems that most people have accepted that one-level, infinite capacity shipyards are best avoided like the plague, what about building on planets? As I see it there are three possibilities: Either a) people want to do the 'things on planets are built by sacrificing infrastructure gr...
by emrys
Mon Jul 05, 2004 3:27 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 65337

edit: It just occured to me that we could have the half-constructed ships out there in space. So if you enter into combat in a system with a shipyard, all the half-built ships will be out there waiting to die. Hrm, that sounds pretty cool. You'd raid the shipyard system with fast ships, fly right p...
by emrys
Fri Jul 02, 2004 9:43 am
Forum: Design Archive
Topic: Public review II: Buildings
Replies: 89
Views: 31938

With pooling, you have a small number of shipyards, each of which can accept a relatively large amount of your empire's PP; let's say you have 5 of them. That's five queues to deal with. Without pooling, you can only build ships at the comparatively low rate of a single system's PP, so you will of ...
by emrys
Wed Jun 30, 2004 12:15 pm
Forum: Other Game Design
Topic: Fleet resupply
Replies: 72
Views: 13889

A few issues, First If the number of supply ships in a fleet is not fixed, then you will Not build 'long range fleets'. Instead every smart player will reassign supply ships Every turn that his fleets move farther or closer to home base. (to allow operation with the minimum number of supply ships) ...
by emrys
Wed Jun 30, 2004 11:45 am
Forum: Design Archive
Topic: Public review II: Buildings
Replies: 89
Views: 31938

First, disclaimer: I kind of like the direction Drek/powercrazy are heading in brainstorming, mostly because it produces the same effect as the variant on production I'm voting for, but perhaps people will be happier with the route by which they reach the result. Second, vote: #1: Where should you m...
by emrys
Wed Jun 30, 2004 10:47 am
Forum: Other Game Design
Topic: local construction / global ship building
Replies: 21
Views: 3786

So, to check, effectively what is being proposed here is to do away with 'industrial' planets in the normal sense entirely, and instead essentially have 'ship' planets, with the other uses of industry ( (semi-)wonders (and defences?)) abstracted away and dealt with by infrastructure. I could support...