Search found 234 matches

by Ranos
Wed Nov 24, 2004 5:27 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15442

@ Bastian, Kharagh and Geoff Look back at utilae's arguements on pages 4 ,5, 6 and 7. He is the one who first made these arguements. If you also look at his last post, he is still making the same arguement. If weapons look the same, act the same and one just does more damage with a greater range, th...
by Ranos
Wed Nov 24, 2004 3:53 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15442

@ utilae The way you talk about refinements makes multiple weapons useless. Your example: Laser: Available at level 1. At level 50, it would do 500 damage with a range of 100. Phasor: Available at level 5. At level 50, it would do 400 damage with a range of 125. Graviton Beam: Available at level 10....
by Ranos
Wed Nov 24, 2004 3:12 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22605

@ Blade Runner The main question you still haven't answered is how complex/complicated/detailed would the design process be? Does the player has to figure out where to put the hallways in the ship? Does he have to keep track of mass, space, power and any other variables that we can think of? I want ...
by Ranos
Wed Nov 24, 2004 2:55 am
Forum: Other Game Design
Topic: Should FO be geared toward AIs or MP?
Replies: 20
Views: 3376

I voted 1/2 and 1/2. The problem here is that it doesn't matter how many people will play what. The point of FO is to make a fun game for as many people as possible. I would also be willing to bet that 95% of the people that will play in MP will also play with AI empires. Why? People like us like a ...
by Ranos
Wed Nov 24, 2004 2:42 am
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 12506

@ solartrix

A later option in the game may be to allow linking as you describe. It may be a possibility. AQ was just clarifying that starlanes will be used in FO. How they will intersect planets, the number, etc is something that may very well change.
by Ranos
Wed Nov 24, 2004 2:38 am
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 15918

This is one area that, IMO, MOO3 handled well. It used Heavy Foot of Government or HFoG. Every empire started out with an HFoG of 1. As the empire expanded and the population grew, I think it was affected by number of planets, number of systems and population, the number increased. This number was u...
by Ranos
Wed Nov 24, 2004 2:31 am
Forum: Other Game Design
Topic: Power: It's use in space combat
Replies: 25
Views: 3287

Adding in power consumption would increase the ammoun of micromanagement required in battle and adding any kind of power consumption priority to ship building would increse the time it takes to design a ship. Come on. Who would design and/or build anything that can only run at full strength for a sh...
by Ranos
Wed Nov 24, 2004 2:10 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

Just a real quick note on the bridge of a ship. On modern ships, the bridge is the highest point on a ship to allow the captain of the ship to see as far as possible. This also makes it the most vulnerable. In the future, wouldn't it make sense that sensors and other equipment would allow the bridge...
by Ranos
Wed Nov 24, 2004 2:01 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15442

@ Kharagh What you missed was that every beam weapon is basically the same. Beam weapons are energy weapons that fire over a greater distance. Bolt weapons are energy weapons that fire over a shorter distance but do more damage than beam weapons. Wave weapons are energy weapons that effect a large a...
by Ranos
Tue Nov 23, 2004 5:26 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15442

The reason for limiting refining is because of redundant weapons. This was stated mulitple times throughout the thread. A Laser and a Phasor are exactly the same, the Phasor just shoots further and does more damage. We have the weapon types categories, listed on page 8 or 9 I think. Throughout the g...
by Ranos
Tue Nov 23, 2004 4:42 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15442

You misunderstood my system. Weapons would not be renamed every few levels. Refinements on an existing tech would unlock new techs. Refinements would be less expensive to research than new techs. Here is how the system would work: Type----Base Name------Refinement------------------------New Tech----...
by Ranos
Tue Nov 23, 2004 3:46 am
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 12506

@ everyone trying to say we should get rid of Starlanes AQ didn't clarify for sure but I am still sure that Starlanes are in the game. They will not be taken out of the game. It doesn't matter how much you argue against them, they will still be in the game. @ solartrix What you suggest is very simil...
by Ranos
Tue Nov 23, 2004 3:28 am
Forum: Other Game Design
Topic: Power: It's use in space combat
Replies: 25
Views: 3287

I can see ships running out of fuel in the middle of travel between systems, but I strongly dislike it in battles. That would highly complicate the combat system no matter how many ships are allowed per battle. The main problem here is that it complicates the ship design further, by making player wo...
by Ranos
Tue Nov 23, 2004 3:15 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

You probably misunderstand my system a bit. I didn't misunderstand, you didn't say that they would be the same. You actually implied that they would be separate by giving armor and shields different numbers. IMO, Shields should be the first line of defense. Shields would be different in how they st...
by Ranos
Tue Nov 23, 2004 2:47 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22605

@ Blade Runner I'm not asking about how costs would work. I'm asking about how complex you are talking about the first option being. A two tiered system is fine with me, but if you are going to lump all players into only two categories of extremes, then it would be a terrible system. From what you a...