Search found 234 matches

by Ranos
Thu Nov 11, 2004 7:34 am
Forum: Other Game Design
Topic: the effects of defeat
Replies: 22
Views: 3372

@ Bastian I like the logarithmic idea. That would definately help solve some peoples concerns. @skdiw The reason people don't have a clue as to what's happening in MOO3 is because of a lack of feedback and information. If there had been a manual that came with the game and/or a good in game encyclop...
by Ranos
Tue Nov 09, 2004 1:16 am
Forum: Other Game Design
Topic: the effects of defeat
Replies: 22
Views: 3372

I wasn't thinking that morale was a set number but was a percentage itself. So the game starts and morale is at 100% and you lose a battle and it drops to 99.5% or something. The reason for it being a percentage is to make it easy to factor in to either combat related morale or population related mo...
by Ranos
Tue Nov 09, 2004 12:42 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23809

I finally figured out what my main problem with Roulette and Phased shields is. All shields have an upside and a downside. If you look at all of the different shield types listed, all but those two work in a similar manner. The upside is they stop some damage, the downside is they let some damage th...
by Ranos
Mon Nov 08, 2004 9:21 pm
Forum: Other Game Design
Topic: the effects of defeat
Replies: 22
Views: 3372

The changes wouldn't be drastic. Something like a .5-1% drop in damage and evasion on ships and the same for efficency, industry or whaever else on the planets. It would be a minor thing that, over time, would mount up to make a big difference. There wouldn't need to be any micro intensive things to...
by Ranos
Mon Nov 08, 2004 12:23 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23809

Realism argument? I could easily use scifi jargon to explain it all. It does not have to make sense cause we have no shields invented yet. What matters is gameplay. Immersion arguement. If you can use scifi jargon to explain it, then please do so. Impaler came up with an excellent one for Deplete S...
by Ranos
Sun Nov 07, 2004 11:31 pm
Forum: Other Game Design
Topic: the effects of defeat
Replies: 22
Views: 3372

I fully agree with this. Wins and Defeats both should matter to your population and should effect happiness, production, money etc in some way.

There could potentially be morale on ships as well that would increase or decrease their combat skills depending on how high or low it was.
by Ranos
Sun Nov 07, 2004 11:29 pm
Forum: Other Game Design
Topic: minor point about ship sizes
Replies: 7
Views: 1602

I am pretty sure that the Wiki is just a summary of what one person would like to see or a compilation of many people's suggestions. I very seriously doubt that it is set in stone yet and changes to that can be made. The RPS (Rock-Paper-Scissors) diagram is also not a set in stone thing. We have a t...
by Ranos
Sun Nov 07, 2004 7:38 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23809

Well apparently everyone wants to continue talking about how shields would work so my job as devils advocate is not yet finished. Screen Shield -Damage hitting the shield is reduced by X%. Wall Shield -Damage is ignored and collected into 'collected damage'. When 'collected damage' > X, the shield i...
by Ranos
Sat Nov 06, 2004 4:49 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12696

First off, any limits should be dictated by the ammount of pp required to build the ship, the ammount of money required for maintainance per turn, some kind of command points like MOO2 had or a combination of the three. Setting hard caps on anything is, IMO, just ridiculous. It is of course a possib...
by Ranos
Sat Nov 06, 2004 6:30 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12696

Epic battle to me is along the lines of the Star Trek: DS9 series finale. Each side had between 100-200 ships, I don't know for sure because I never counted but this is around what I would like to see. This is of course in the mid to late game. If a game lasts for around 800 turns, this number of sh...
by Ranos
Sat Nov 06, 2004 2:05 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12696

@ Bastian Its actually a very simple problem. First, when using hundreds of ships, they are in TFs and when using a couple dozen, they are controlled individually. How does this get handled? Control is control no matter what the specifics of it. How do you think ships will get controlled in the eral...
by Ranos
Fri Nov 05, 2004 9:58 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23809

I think I see now why we have had so much disagreement, you seem to have a very odd definition of unbalanced. To me (and I think most people) unbalanced means a situation inwhich one choice is very good almost or nearly almost all the time and thus every other choice is Bad. Rock/Paper/Scisors is a...
by Ranos
Fri Nov 05, 2004 4:16 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12696

I read Merf's post on the last page, clicked reply and got distracted for a while so I didn't notice Rob's or Gui's posts. Merf already made a good response to Rob's post. @ Gui I wasn't talking about the ammount of designing specifically, but the ammount of designing compaired to what you get out o...
by Ranos
Fri Nov 05, 2004 3:57 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 23809

Slightly Off Topic - Now that I really think about it, I don't even know why I posted that stupid Suggested Rules thread. It was a waste of my time and everyone who read and posted in it. That leads me back on topic and to my reason for even writing this paragraph: I'm going to play devils advocate,...
by Ranos
Fri Nov 05, 2004 2:33 am
Forum: Other Game Design
Topic: Suggested Brainstorming Forum Rules
Replies: 14
Views: 2791

That's actually a pretty good idea Impaler. Although it should be somebody who isn't part of the team since they already have their hands full actually working on the game.

Are there any volunteers?