Search found 104 matches
- Sun Jun 20, 2004 10:58 am
- Forum: Other Game Design
- Topic: Ship Hull Variety
- Replies: 16
- Views: 4413
I think that ship characteristics should maybe be race specific rather than specific to the ships themselves. For example Silicoids (who could have the asteroid type ships) may have +10% armour strength for their ships. However I do agree that lots of variation in ship design would be really cool, i...
- Fri Jun 18, 2004 12:02 pm
- Forum: Other Game Design
- Topic: factions
- Replies: 13
- Views: 3864
If there are only 4 factions, then they're more like single-issue political parties than what I was envisioning. I'm thinking more in terms of limiting it somehow, 4 might be a bit too tight, but it would quickly become un-manageable if you have factions all over the place, realistic perhaps but no...
- Fri Jun 18, 2004 11:47 am
- Forum: Other Game Design
- Topic: Defence/Offence ballance
- Replies: 23
- Views: 5186
- Thu Jun 17, 2004 1:17 pm
- Forum: Other Game Design
- Topic: Defence/Offence ballance
- Replies: 23
- Views: 5186
In MOO3 you could build loads of customised oribitals around your planet and its moons which I liked (though the inability to automatically refit meant you could have a lot of outdated ones). However planetary defences seemed woefully under-powered a single task force with decent point-defence and a...
- Thu Jun 17, 2004 1:10 pm
- Forum: Other Game Design
- Topic: factions
- Replies: 13
- Views: 3864
Maybe factions could be limited somehow? For example, an empire might have 4 factions: Religious faction - pro religious belief, the more popular it is allowed to become then the happier the people are, but the less effectively they work Research faction - big on the free ideas bit. The more popular...
- Wed Jun 16, 2004 3:38 pm
- Forum: Other Game Design
- Topic: Custom ammo?
- Replies: 13
- Views: 2655
Custom ammo?
This isn't really much of an idea, more of an 'ooh that would pretty' suggestion as it doesn't really affect gameplay as such. I guess a lot of this would depend on how much detail battles go into graphically, but I think it would be cool if you could customise some of your weapons. For example, you...
- Mon Jun 14, 2004 1:35 pm
- Forum: Other Game Design
- Topic: parallell galaxies or multiple galaxies
- Replies: 31
- Views: 6046
- Sat Jun 05, 2004 11:20 am
- Forum: Other Game Design
- Topic: Coordinated Attacks
- Replies: 22
- Views: 3804
I'm still dubious about having fleets timed to arrive at a target. It just doesn't seem like the kind of gamble an empire would make; sending a fleet to a system in the hope that friendly fleets will arrive at the same time to help. After all, an ally could say 'meet me at X in Y turns' but then sto...
- Thu Jun 03, 2004 1:08 pm
- Forum: Design Archive
- Topic: Defining the Effects of Technology and Buildings
- Replies: 71
- Views: 57952
If we continue to have population * meter = resource production, when will the player ever run out of food? How much food does each population unit consume under your model? I personally don't see where a problem lies here. If the meter is low (ie the modifier is less than 100%) then it is still po...
- Wed Jun 02, 2004 7:30 pm
- Forum: Design Archive
- Topic: Defining the Effects of Technology and Buildings
- Replies: 71
- Views: 57952
Just a note (and I may have missed this) but will meters be the only method of rating a planet? Personally I really like having things described by words. For example, a world with high monetary income could be described as 'Prosperous', a heavily populated world described as 'Swarming' and so on. I...
- Wed Jun 02, 2004 9:21 am
- Forum: Design Archive
- Topic: Defining the Effects of Technology and Buildings
- Replies: 71
- Views: 57952
I agree that the percentage is important to have somewhere, perhaps in a tool-tip when hovering over a meter? Some players may have '2' for research, and gain +2 and assume that this means their research is doubled in its effectiveness. However it may not increase that much at all so it may be impor...
- Mon May 31, 2004 6:03 pm
- Forum: Design Archive
- Topic: Defining the Effects of Technology and Buildings
- Replies: 71
- Views: 57952
How would the meter be displayed? Surely if you have something that doubles an effect then you can simply have the lines measuring 'units' on the meter move closer together? Not that hard to understand, or having a meter with a visible upper limit which moves up to a maximum as additions/multiplies ...
- Thu May 27, 2004 7:57 pm
- Forum: Other Game Design
- Topic: Coordinated Attacks
- Replies: 22
- Views: 3804
I like the idea of having multiple empire, co-ordinated attacks. I'm not sure about this 'attack in X turns' stuff though. Maybe it would be better if you could have an almost AoE2 style of play where you can draw attention to a point where you need your allies. So you could click on a system and ch...
- Thu May 27, 2004 7:51 pm
- Forum: Other Game Design
- Topic: Attacking, repair and starlanes
- Replies: 6
- Views: 2416
Yeah that's pretty much what I'm gunning for, I wouldn't want the re-supply ships to be visible, but it explains how everything is happening. Could mb be given as a figure in fleet info screens so you know that fleet X has Y amount of supply ships providing it with materials out of its requirement o...
- Thu May 27, 2004 5:11 pm
- Forum: Other Game Design
- Topic: Attacking, repair and starlanes
- Replies: 6
- Views: 2416
Attacking, repair and starlanes
I was just thinking earlier about how starships in FO would repair themselves. I find that in MOO3 the immediate repair, although handy, is extremely unrealistic and doesn't create the kind of 'feel' of being out there in hostile territory that I would like. So what I'm throwing about is this: Repai...