Search found 234 matches

by Ranos
Sun Nov 14, 2004 10:49 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12707

Well, a colony ship doesn't have weapons, fighters, heavy armor, a large crew, or much of anything that a warship would have. It wouldn't be TOO expensive. How expensive is too expensive is something that could be tested during the beta, and changed accordingly. But a colony ship has to have the ma...
by Ranos
Sun Nov 14, 2004 10:27 pm
Forum: Other Game Design
Topic: General Diplomacy Thread
Replies: 11
Views: 2502

Back when I first joined, I started a thread and listed what I wanted to see in the diplomacy portion of the game. I'll repost it here along with a link to the original thread so you can see what other people said in regards to it. It didn't last for very long. Here are my ideas on diplomacy options...
by Ranos
Sun Nov 14, 2004 10:01 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22605

I wasn't saying that it shouldn't be a part of FO and I would be quite annoyed if tactical and strategic space combat was removed from the game. What I meant and what I said was that too much emphasis on space combat (which from my POV includes ship design) takes away from the strategy part of the g...
by Ranos
Sun Nov 14, 2004 9:54 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

Yeah, I intended it to be difficult to understand, as time travel is already. Think of it as an error in the timeline. The damage is rerouted through time. It occurs as an event in time. But this is an error. So moments later, time corrects the error. In the timeline the event occured, but the cons...
by Ranos
Sun Nov 14, 2004 6:59 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12707

The only potential problem with using economics to limit the number of ships is how expensive is expensive? How much should it cost and how long should it take to build the smallest sized ship? How then do you scale up from there? To make the game playable, a colony ship can't be extremely expensive...
by Ranos
Sun Nov 14, 2004 6:27 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12707

There is a difference between cutting the head off of a single soldier and just killing the commonding officer of the unit. The entire unit will not just stop and put down their weapons because the CO has been killed, instead, his second in command will take over. There will always be another office...
by Ranos
Sun Nov 14, 2004 3:53 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22605

While space combat is a vital part of a 4x space game, if you force players to put too much work into it, it will take away from the main point of the game, which is the 4 Xs. The simplest method is of course to have a bunch of pre-set ships that a player gets to choose from and build. More advanced...
by Ranos
Sun Nov 14, 2004 6:18 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

Delay Shield -All damage is blocked and absorbed into X. When X > Y, then the ship takes damage equal to X. The delay shield uses a partial stasis field to temporarily hold off weapon damage. Damage is received at certain points to releive the stress taken by the shield (the shield can only hold of...
by Ranos
Sat Nov 13, 2004 4:01 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

Player choice is strategy. If a player chooses really risky shields, then its there strategy. If a player chooses to put wall shields on small ships over roulettte shields, then its there strategy. Choice between two items that work fundamentally the same and are only effected by what you do or the...
by Ranos
Fri Nov 12, 2004 6:04 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

*sigh* i am gone for a week, and everyone forgets about damage types, wich btw. is the answer to balancing all the shield/armor types, as different versions are not equaly good at stopping all kinds of damage. and to point out, fundamentaly different shields/armor(since if you think about it, react...
by Ranos
Fri Nov 12, 2004 12:04 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

I was having trouble thinking at the time I wrote that post. I was trying to figure out how Impaler's system would be calculated and when I finally came to the conclusion that it was a simple doubling of the damage, I just said that and forgot to delete all of my previous gibberish. I was originally...
by Ranos
Fri Nov 12, 2004 11:44 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22605

First, the player designs a ‘spine’ that includes these parameters: 1. Empty Mass (metric tons) 2. Max Gross Mass (metric tons) 3. Power plant (Megawatts) 4. Crew compliment (number of poor fools) 5. Armor / Internal structure points 6. Number of hardpoints or bays for component modules Each spine ...
by Ranos
Fri Nov 12, 2004 11:27 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12707

The thing I hated most about the MOO3 combat system was it's caps on how many TFs could be in one battle. I understand the need for it but don't like it. It was made worse be the fact that any TFs that weren't involved in the battle were just able to waltz right past the system and wreak havock on y...
by Ranos
Fri Nov 12, 2004 10:43 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

Welcome to another long post by Ranos. It seems logical to fold the effects of Resistence in as a modification on the effective level of thickness. A weakness decreases the effect by 1, a bonus incresses it by 1. So for example if Armor X is Medium Thickness and weak against Energy damage an Energy ...
by Ranos
Thu Nov 11, 2004 8:02 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23874

@ skdiw I already made similar arguements to those in ealier posts. It did no good. While they are all the same on one level, they are different on another. Personally, I would get rid of them because I agree, they are the same with just some changes. I suggested making mods out of a couple of these...