Search found 226 matches

by emrys
Thu Jun 24, 2004 11:24 am
Forum: Other Game Design
Topic: Slowing down enemy retreat
Replies: 53
Views: 6173

... Actually... i occurs to me that I'm talking about a "planet's interdiction radius"... but is the necessarily the way we want to go? The alternative is to have the star itself cause the interdiction effect, or to have it be even worse close to a planet (additive effect of both). If stops to give...
by emrys
Thu Jun 24, 2004 11:04 am
Forum: Other Game Design
Topic: Slowing down enemy retreat
Replies: 53
Views: 6173

PowerCrazy wrote: Defenders shouldn't be able to retreat. They basically "retreat" on the galaxy map before the enemy fleet gets there.
This requires that defenders can always spot enemy fleets coming...
by emrys
Tue Jun 22, 2004 5:16 pm
Forum: Other Game Design
Topic: Fleet resupply
Replies: 72
Views: 14713

kind of like the idea of fleets having 'attached' supply ships, with the supply rate each turn being calculated as capacity of the attached ships / time to nearest supply point, as Geoff and DaveyBaby have suggested. Each fleet could have two psuedo-groups, supply ships and escorts. I prefer the ide...
by emrys
Thu Jun 17, 2004 5:07 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86866

Well, yep, that just about covers the 'hideously complicated' side of things... Seriously, it's not that this suggestion, or the many similar suggestions that have been made (occasionaly even by me :wink: ) are actually all that complicated, they're just too overblown for what people generaly feel s...
by emrys
Thu Jun 17, 2004 9:43 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86866

emrys: Your preferred design, ie: empire supply pool with no penalty for distance and no effect of planet focus on abilty to produce at a given world, seems specifically chosen to remove many (any?) strategic choices that a player could make. To understand why I'm advocating this system, you need t...
by emrys
Wed Jun 16, 2004 4:26 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86866

Unfortunately, you don't see it right. My suggestion involves production pooling, in that every non-blockaded world would contribute it's production to a central pool. And it involves supply teleportation, in that this pool would be dolled out to the worlds working on projects in order down the empi...
by emrys
Wed Jun 16, 2004 9:14 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86866

In the local build queue/ local build system, you would hand four notes to each secretary, each of them would type away, finishing when they finish. The whole thing would finish when the slowest one finshes their four. Except that's not what would happen! You would give seven notes to the really fa...
by emrys
Mon Jun 14, 2004 10:37 am
Forum: Off-Topic
Topic: My Little Battle Simulator
Replies: 9
Views: 3704

Just to help me play about with it, any chance of posting the form file as well (which seems to be missing from the source).
by emrys
Mon Jun 14, 2004 10:08 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86866

I love the idea of a few places to build ships (and the limit on design capabilities of such facility) but I doubt the efficiency of having it "expansive". The pitfalls (as I see it): -too much expansive: you just have one on your homeworld -bad scaling with expansion: the number of shipyard per pl...
by emrys
Mon Jun 14, 2004 9:35 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86866

I don't see the difference between these proposals Perhaps the difference is best explained by an analogy. Imagine a typing pool of ten secretaries who type at different speeds. Imagine there are forty sets of notes that need typing up, of different length and complexity. In the local build queue/ ...
by emrys
Sun Jun 13, 2004 1:45 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86866

Posted in reply to the stuff in the review thread, but here to avoid cluttering that as requested by Aquitaine. The way I see it we have two slightly separate issues: build location and queue scope. Build location can either be; At a specific location: implying no post-placement, and the properties...
by emrys
Sun Jun 13, 2004 1:25 pm
Forum: Design Archive
Topic: Public Review: Buildings
Replies: 103
Views: 58473

@Aq - I think the main reason we're seeing such a lot of discussion here, is that the options we are being invited to consider don't adequately separate people's opinions. For example both Tzlaine and I voted the same way. But what he voted for under 'empire level build queue' and what I voted for u...
by emrys
Wed Jun 09, 2004 2:37 pm
Forum: Design Archive
Topic: Public Review: Buildings
Replies: 103
Views: 58473

If you chose to pre-place by dragging the item from the build list, you wouldn't have to worry about waiting twice. A system that offers both gives you the ability to order items from the empire build queue and let it stay in storage, giving you a flexibilty for drastic times. EX: A border colony w...
by emrys
Wed Jun 09, 2004 12:54 pm
Forum: Design Archive
Topic: Defining the Effects of Technology and Buildings
Replies: 71
Views: 47727

Sorry to be flippant, but perhaps we should pick a name that's easier to type? More relevantly, it seems as if th idea is headed off into complexity. If we have a wide variety of possible ordinances, implementable in any combination at each planet, each with variable benefits/costs which may be depe...
by emrys
Tue Jun 08, 2004 8:50 am
Forum: Design Archive
Topic: Public Review: Buildings
Replies: 103
Views: 58473

@guiguibaah: So now you're proposing a system where you first select everything you want to build, then wait a few turns, then decide where to place it, then wait a variable number of turns depending on the location. So everything you want to build requires you to revisit the decision at least once,...