Search found 578 matches

by Tortanick
Thu Jun 04, 2009 9:48 am
Forum: Story
Topic: The Trith
Replies: 120
Views: 25336

Re: The Trith

I'm not sure where you are going with your cramtoria example, but I don't think it matters, this is fiction after all. Right, the point was a rough (possibly inaccurate, it was very late at night) estimate of how much energy it takes to overcome the inertia of a solid form resisting the conversion ...
by Tortanick
Wed Jun 03, 2009 11:25 pm
Forum: Story
Topic: The Trith
Replies: 120
Views: 25336

Re: The Trith

using their active telepathic abilities or possibly when experiencing anger/pain/rage they transform into pure energy from the inside out Um, where dose their mass go? And where do they get the mass to create new bodies? And actually where do they get the energy for that? Cremation furnaces run at ...
by Tortanick
Wed Jun 03, 2009 11:14 pm
Forum: Story
Topic: The Trith
Replies: 120
Views: 25336

Re: The Trith

Actually what it says is that alien life might have something in common with humans, and everything else completely different. Octopuses are the perfect example: they have eyes in common with us but everything else is completely unrelated, they don't even have any bone. And even if you got evolution...
by Tortanick
Tue May 26, 2009 7:05 pm
Forum: Graphics
Topic: 0.4 Ship Parts
Replies: 102
Views: 29312

Re: 0.4 Ship Parts

Alas, my lack of artistic ability prevents me.
by Tortanick
Sun May 24, 2009 7:47 pm
Forum: Other Game Design
Topic: Special elements
Replies: 42
Views: 4635

Re: Special elements

You know instead of giving bonuses strategic materials could unlock modifiers, having the right strategic resource lets you have a bonus to speed and a penalty to acceleration on any ship you choose.

Might make them a bit too useless though.
by Tortanick
Sun May 24, 2009 7:44 pm
Forum: Graphics
Topic: 0.4 Ship Parts
Replies: 102
Views: 29312

Re: 0.4 Ship Parts

Given that ship parts are supposed to look something like what they actually are for optical sensors maybe a stylized biological eye would work? Maybe replace the eyeball or just the iris with something like this but keep the surrounding flesh?
by Tortanick
Fri May 08, 2009 11:45 am
Forum: Other Game Design
Topic: Balance: Vertical growth against horizontal growth.
Replies: 7
Views: 1845

Re: Balance: Vertical growth against horizontal growth.

When we get round to migration that could easily provide a limit. New colonies won't do anything until enough population moves to them from the old ones.
by Tortanick
Thu Apr 30, 2009 6:20 pm
Forum: Design Archive
Topic: Design Ramble: Unlocking, Locking, Content Types
Replies: 13
Views: 11500

Re: Design Ramble: Unlocking, Locking, Content Types

Couldn't you just give every empire a starting tech that covers a verity of things: "Space Exploration" could provide all the ship parts you need for example.
by Tortanick
Thu Apr 09, 2009 8:15 am
Forum: Other Game Design
Topic: Baby Space Monsters!
Replies: 42
Views: 3945

Re: Baby Space Monsters!

I oppose it, I like to keep them very separate from how you work with spaceships.
by Tortanick
Mon Mar 30, 2009 8:37 am
Forum: Other Game Design
Topic: Governments- a Comprehensive list and discriptions
Replies: 55
Views: 3764

Re: Governments- a Comprehensive list and discriptions

I sort of guessed that's what you meant, but how you deal with captured species probably should be choosable on a species by species basis, as for foreign policy I'm not too sure it works to have that controllable through the government pics since you control it directly with diplomacy (same goes fo...
by Tortanick
Sun Mar 29, 2009 11:34 pm
Forum: Other Game Design
Topic: Governments- a Comprehensive list and discriptions
Replies: 55
Views: 3764

Re: Governments- a Comprehensive list and discriptions

I wouldn't use interspecies, when we get to multi-species empires we'd probably want something a bit more flexible than SMAC style governments. For the names Controlled, Regulated, Deregulated works better than Constrictive, Neutral, Accomodating mostly because a constrictive economy taken literally...
by Tortanick
Sun Mar 29, 2009 8:47 am
Forum: Other Game Design
Topic: Baby Space Monsters!
Replies: 42
Views: 3945

Re: Baby Space Monsters!

and still retain the basic spirit of strategy, but when you have pieces that move with a certain element of randomness, this takes away from the players feeling of control over the game and his strategy. Randomness isn't opposed to strategy, check out Wesnoth for a game with lots of randomness and ...
by Tortanick
Sat Mar 28, 2009 8:05 pm
Forum: Other Game Design
Topic: Governments- a Comprehensive list and discriptions
Replies: 55
Views: 3764

Re: Governments- a Comprehensive list and discriptions

Actually, all this being said, I can't help but think we're taking the wrong approach to this. We should really be focusing on the specific strategic options we want to enable with different government types rather than taking a bunch of government types out of the real world and deciding what bonu...
by Tortanick
Sat Mar 28, 2009 6:08 pm
Forum: Other Game Design
Topic: Governments- a Comprehensive list and discriptions
Replies: 55
Views: 3764

Re: Governments- a Comprehensive list and discriptions

Why do you insist on making this connection? It's counterproductive, and inflammatory. If you follow the chain of posts Fundamentalist what? Fundamentalist Communism is not the same as Fundamentalist Capitalism Have you played Alpha Centauri or Civ IV? I can't help but note that your question is ir...
by Tortanick
Sat Mar 28, 2009 8:44 am
Forum: Other Game Design
Topic: Governments- a Comprehensive list and discriptions
Replies: 55
Views: 3764

Re: Governments- a Comprehensive list and discriptions

That comes with a set of assumptions that probobly wont be applicable to aliens and since we have multiple species of aliens fundamentalist would probably mean very different things to each one. What? This makes no sense. Its quite simple, when you only have humans its reasonable enough to assume t...