Search found 383 matches

by PowerCrazy
Wed Dec 08, 2004 6:47 pm
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 15975

Here are the rules, they should be easy to follow. We are to come up with construction techs. A construction tech is basically infrastructure that allows a planet to develop past its current limit. This means these techs will define the "pace" of the game. Thus it is VERY important that we are caref...
by PowerCrazy
Wed Dec 08, 2004 5:53 pm
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 23173

I assume that learning will also be the category that will allow tech to procede faster? i.e. If I have a tech that takes 500 RP for 10 turns, then I should be able to research a tech that allows tech to procede at 1000 RP for 5 turns. In moo1 the amount of research done was 8 times per pop unit. Al...
by PowerCrazy
Thu Dec 02, 2004 4:33 am
Forum: Off-Topic
Topic: Riddle ;-)
Replies: 106
Views: 17798

There are no e's? the most common letter in the english alphabet?
by PowerCrazy
Wed Nov 24, 2004 5:57 am
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 15811

I think the best way to prevent a run away snowball effect thing is to cap it by technology. Of course at the end of the tech tree the cap will be gone. However in the early middle and late game there should be some transition techs. THese are a group of techs that allow your empire to grow larger/f...
by PowerCrazy
Wed Nov 24, 2004 5:43 am
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 12473

I voted against starlanes.....
I also wanted sliders....

I've also moved on from worrying about those two items. Now I'll be working on the tech costs/economy etc as soon as this semester is over.
by PowerCrazy
Fri Nov 19, 2004 8:06 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12687

Any kind of arbitrary caps should be avoided.

Yes there will be a practical cap but that should have to do with hardware/software restrictions solely, not to balance the game. Game balance can be achieved in other ways besides just telling the player "no."
by PowerCrazy
Fri Nov 19, 2004 8:01 am
Forum: Other Game Design
Topic: Hull design
Replies: 22
Views: 3539

I do kind of like the idea of defining an airframe for the ships. Sphere: maximum surface area/volume Lots of guns/missiles etc. minimum manueverability/speed Typically very large (battleships, dreadnoughts, doom stars). Wedge/cone: Spinal Mount Cannons. Manueverability and speed. typically for manu...
by PowerCrazy
Tue Nov 09, 2004 7:32 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23712

The questions we should be trying to address is how the overall mechanics will work out , then come up with neat ideas as to how to accomplish it. The name of a shield is unimportant. Any special cases you want the shiled to have are unimportant. What IS important is that shields will stop damage. ...
by PowerCrazy
Fri Nov 05, 2004 7:23 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23712

Ranos. I want their to be something else besides just Armor for the HP of a ship as well. However that is beyond the scope of the thread. The point of this thread is not to come up with a complete combat system. It is to come up with the general rules, with zero numbers. Just the overview of how it ...
by PowerCrazy
Fri Nov 05, 2004 1:56 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23712

Impaler: Its not good if the player has complete control over all aspects of their ships. It is almost impossible to balance and makes building a ship more complicated then it needs to be. Instead of letting the player create any kind of shield he wants we just present the player with shield classes...
by PowerCrazy
Thu Nov 04, 2004 8:53 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23712

I think shields and armor should work something like this. Certain armors are good against certain types of damage. Bad against other types of damage. Act as the hit points of a ship. Nullifys an amount of damage depending on the tech level of the armor. More if the armor is "good" against the weapo...
by PowerCrazy
Mon Nov 01, 2004 2:45 pm
Forum: Other Game Design
Topic: There should be sliders for adjusting industry points.....
Replies: 12
Views: 2182

No sliders. Large discussion between Nightfish and I and a few of the other members, early in the project. So if you want something like what you are proposing think of a more interesting way of presenting it. Though really I'm not sure of what the point of variable fleet costs would be. Would it be...
by PowerCrazy
Fri Oct 29, 2004 5:03 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23712

Ranos, the confusion about your energy advanced energy stuff is why you just need a generic name. Type A weapons, Type B weapons etc. Shields need to be considered differently from armor because they aren't just another armor on the outside of the ship. They are something different altogether. Thus ...
by PowerCrazy
Thu Oct 28, 2004 6:52 am
Forum: Other Game Design
Topic: A complicated spy system
Replies: 24
Views: 3483

Cool. I like it. Its not really that complicatd as long as we don't clutter it with the lifetime of a spy and make it so we have to check every 10 turns to see if our fucking spies are dead or not and then hire additional ones, etc.
by PowerCrazy
Wed Oct 27, 2004 11:14 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23712

So bascially your counter system Ranos breaks down into, 5? types of damages. But one is not actually a damage type, wouldn't explosive be unrelated to the damge type but be factored in with other stuff. I'm not sure how to deal with explosive damage. Why is it different than kinetics? So you have 4...