Search found 383 matches

by PowerCrazy
Mon Oct 04, 2004 1:51 am
Forum: General Discussion
Topic: Will Atari shut you guys down?
Replies: 14
Views: 3018

We WILL be getting more people as our project matures. How aqui/tyreth are going to handle the new influx is going to be interesting. I think we are planning on /. it around when V.4 is released. The flood gates will be opened, and we will have to take all the trash with the potential. Should be exc...
by PowerCrazy
Sat Oct 02, 2004 1:30 pm
Forum: General Discussion
Topic: Will Atari shut you guys down?
Replies: 14
Views: 3018

KurtGodel7: To answer your question. IF someone shows up, which I imagine will happen around the release of .5 or .6, they will have a heck of a time trying to stop us. We simply change the country that hosts us, and who are they going to sue? They want to pursue us, let them. But I find it highly d...
by PowerCrazy
Fri Oct 01, 2004 3:52 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15016

It hasn't been solidfied, but yea. Basically a shipyard can produce as many ships as it want a turn. However, it can only process X ship points per turn. Thus assuming we have a ship that cost 1 Ship Point, and our yard has a maximum of 1000 Ship Points/turn, it could theorectically produce 1000 shi...
by PowerCrazy
Wed Sep 29, 2004 6:48 pm
Forum: Other Game Design
Topic: Cliff notes: Economy, techs, and buildings
Replies: 18
Views: 2415

That is still a valid concern Geoff. I'm hoping that a good idea will be developed such that we don't have players building mid-to-late game buildingson every planet. I don't want to put a hard limit on the number of buildings, but we may have to. Or perhaps increasing cost for identical buildings.
by PowerCrazy
Sun Sep 26, 2004 4:38 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21396

If combat spans multiple turns we are exaserbating the problem of multiplayer wait. Combat should be resolved immediately, the conditions of a battle ending are: The attacker Wins. The Defender Wins. The Attacker Retreats. The Defender Escapes. Multiple Layers should be avoided but doing Ground Comb...
by PowerCrazy
Sun Sep 26, 2004 12:27 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21396

To me I see system combat as identical in size and scale to the Moo2 combat map. Think about how big it was though you only used like 10% of it most of the time. Except it will look "pretty" cuase we will have rendered 3d ships/planets/effects. BUT the 3D will just be a facade. It will still boil do...
by PowerCrazy
Sat Sep 25, 2004 6:37 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21396

I think full-system combat would be great. I don't want combat to span multiple turns though. "Phased real-time" is perfectly fine. The full system map should be fairly large, where you can only quickly cross the map at a very high tech level, also planets should be in the order they are from the pr...
by PowerCrazy
Wed Sep 22, 2004 5:26 pm
Forum: Other Game Design
Topic: Hex Based Combat Mockup
Replies: 20
Views: 3634

I'd imagine that many of these effects would be in the "other" category. Area Effect Weapons, Area Denial Weapons, Streaming Weapons, Systems damage etc. Then of course Sci-Fi weapons, Psionics, affecting the crew rather than the ship, and possibly support weapons, lowers defense value of a ship, Di...
by PowerCrazy
Wed Sep 22, 2004 5:17 pm
Forum: Other Game Design
Topic: Wheel of EP Thoughts
Replies: 38
Views: 9784

Well by "your system" I was referring to what Drek said. Sure it may not be worth colonizing a planet in the short term economically speaking, but in the long run every planet you can get will make you better off. If every planet is habitable at the beginning of the game it makes it a rush to see wh...
by PowerCrazy
Wed Sep 22, 2004 2:36 pm
Forum: Other Game Design
Topic: Wheel of EP Thoughts
Replies: 38
Views: 9784

You can always add more degrees. We could have planets that were thousands of steps apart, but how much good would it do? The way I see it is this. We use option B. At the beginning of the game Each race has three types of planets it can colonize. Near the midgame, the tech tree is designed such tha...
by PowerCrazy
Wed Sep 22, 2004 2:15 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21396

This thread is more of a refinement of the other thread. We establish a goal for Space Combat, then when the Design Thread is finally posted we have somewhere to start from. The issues in the first post are just a few that I thought were relevent they were made broad on purpose so that we have a com...
by PowerCrazy
Wed Sep 22, 2004 8:25 am
Forum: Other Game Design
Topic: Hex Based Combat Mockup
Replies: 20
Views: 3634

Well of course. I'm not sayign that has to be the way things are. However, we will have to have a relatively small amount of classifications if we want to hope to balance them all. Also all weapons will have some kind of range. That range may be infinite or it may be adjacent, either way it needs to...
by PowerCrazy
Wed Sep 22, 2004 8:15 am
Forum: Design Archive
Topic: Tech Categories List
Replies: 114
Views: 55936

How about: The tree directly parallels our meters that we have already established. For example. Construction -terraforming -infrastructure -new colonization possibilities Farming -Improved Farming -Population Control -New uses of food Minerals -Improve Mining -Greater mineral use efficency from -Mi...
by PowerCrazy
Wed Sep 22, 2004 7:49 am
Forum: Other Game Design
Topic: Wheel of EP Thoughts
Replies: 38
Views: 9784

Sigh. The original EP Wheel was roughly based on the Moo1 planets. Where Radiated < Inferno < Tundra< Barren < Arid < Ocean < Terran. (A few were omitted like steppe, toxic and orion) Someone (maybe the mystical Nightfish) decided to turn it into a wheel with opposites dealing with temperatures. Mak...
by PowerCrazy
Wed Sep 22, 2004 7:26 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 21396

Space Combat (madness)

V.4 is coming up, one of the best things about v.4 is Space Combat. So this thread is designed to lay some ground work. I can see several basic things that need to be decided. 1. The scope of space combat. Do we want the whole system to be included or just the individual planet (i.e moo2). 2. What i...