Search found 234 matches

by Ranos
Mon Nov 22, 2004 3:47 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23747

@ Bastion I don't understand what you are referring to. What would make sense on a module level? @ Blade Runner While that is a good system, many people want armor and shields to work differently and most people want armor to stop all damage until the armor runs out. Having a shield that only reduce...
by Ranos
Mon Nov 22, 2004 3:38 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22447

But how in depth would the advanced design be? I want something where I can put in weapons, armor, shields, specials, etc, but not where I have to keep track of a dozen different variables to make sure the ship will properly work. I don't think it is split between people who want something simple an...
by Ranos
Mon Nov 22, 2004 2:44 am
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 12484

I think this could easily be done with a little more thought to the galaxy generation system. Essentially, build your galaxy, then go remove or reposition a several stars to make natural choke points. With open space, there is no way to create choke points. A choke point is an area which an invadin...
by Ranos
Mon Nov 22, 2004 2:33 am
Forum: Other Game Design
Topic: Power: It's use in space combat
Replies: 25
Views: 3280

A ship should become disabled by it's powerplant getting overloaded from Ion Cannons, EMP weapons or other emergy disrupting weapons. It could also be disabled if the engines are destroyed. Having power drain in the manner you talk about sounds, no offense, utterly ridiculous and it would force spac...
by Ranos
Mon Nov 22, 2004 2:21 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23747

Hmmm, this makes me think. IF armor has a built in counter system and shields do not, or vice versa AND you can choose to either have armor and shields or only one of the two, then not having the armor/shield, is not having the counter system, which would be a huge advantage (all damage effectively...
by Ranos
Mon Nov 22, 2004 1:35 am
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 12484

@ MoOIII

If I remember correctly, what I am about to ask is a forum rule, but I could be wrong. Please use better grammer when you are writing. Capital letters and periods would have made those posts much easier to read. I Honestly didn't even read them because there was no punctuation.
by Ranos
Mon Nov 22, 2004 1:20 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22447

@ utilae Actually, I was thinking that instead of having to add power plants that take up X ammount of space and cost Y gold, the power plant would be an automatic part of the ship. Example: Ship has 1000 space, costs $500 and has 0 GW (because at the time you begin the ship, 0 GW is required). Sele...
by Ranos
Wed Nov 17, 2004 4:04 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22447

Hitler isn't the president of Germany anymore!?! :shock: When did that happen? @ solartrix I misunderstood. I thought you meant that the player would have to manually change the power plant to suit the power needs. I was talking about it being a completely automatic thing to eliminate the ehadache o...
by Ranos
Tue Nov 16, 2004 1:56 pm
Forum: Other Game Design
Topic: Tech tree - other dimension (probability)
Replies: 36
Views: 5367

The other option instead of having a separate refinement window is to overlap refinements and applied techs. All you do is select the applied tech again and it gets refined.
by Ranos
Tue Nov 16, 2004 8:19 am
Forum: Other Game Design
Topic: Tech tree - other dimension (probability)
Replies: 36
Views: 5367

I meant that you would be able to choose what refinements you researched instead of refinements just occurring randomly.
by Ranos
Tue Nov 16, 2004 2:05 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12693

I agree the economic capping system is the best to use for the max number of allowed ships per empire but the other thing that is being suggested is a cap on the max ships allowed per combat. While I would love to see hundreds of ships in a single combat, it might be better to put a cap on it to pre...
by Ranos
Tue Nov 16, 2004 2:00 am
Forum: Other Game Design
Topic: Tech tree - other dimension (probability)
Replies: 36
Views: 5367

Refinements should work in the same manner as applied techs. Just like with applied techs, somebody thinks they can make this certain item work in a better way.
by Ranos
Tue Nov 16, 2004 1:55 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22447

Bad news for you Ranos. This aint "Ranos Orion" (nor is it BBOrion ;). So compromises are worked out between the people working on FO. And at the end the design team decides what they like most / think will work. I never said it was "Ranos Orion." All I said was what I wanted, not what was going to...
by Ranos
Tue Nov 16, 2004 1:42 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23747

@ discord Acutally you are incorrect. If you think about it, weapons today work as I am saying. If the weapon is armor piercing, it will punch through the armor and kill the crew inside, rendering the vehicle useless. If the weapon is not armor piercing, it will only damage the outside, unless it do...
by Ranos
Mon Nov 15, 2004 1:30 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22447

The problem with that poll was that MisterMerf had three low levels with very little detail at all and then he jumped to extreme detail without any choices in between. Most people chose the last not because they want that level of detail but because the other three choices didn't allow for enough de...