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by Bigjoe5
Tue Aug 21, 2007 7:06 pm
Forum: Design Archive
Topic: Combat: Non-Ship Objects
Replies: 90
Views: 22585

Re: Combat: Non-Ship Objects

Any more on-topic comments? Is anyone convinced by my reasons to have both shield and planet offensive / orbital meters, or does eleazar's preference for just one meter seem more reasonable? I'd like to finalize this particular point soon... After having become more aware of the meter system and th...
by Bigjoe5
Tue Aug 21, 2007 6:12 pm
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 32174

Re: Ships: Supply

Setting a % of resources to send to supplies is a rather awkward mechanism. There's no clear connection between whether a single ship that needs supplies and the empire-wide % value. I can't tell what you're saying due to lack of proper English. Is it the "whether" or the "that" that should be left...
by Bigjoe5
Sun Aug 19, 2007 8:31 pm
Forum: Design Archive
Topic: Ship Apperance / 3D Models / Designs
Replies: 70
Views: 22403

Re: Ship Apperance / 3D Models / Designs

This topic really isn't going much of anywhere in terms of figuring out how to actually display the details. What we need is someone to come in with a fresh idea that will work zoomed in or out. So here I am.8) My idea is this: the ships have nice 3D designs. Different ones for each different shape ...
by Bigjoe5
Sat Aug 18, 2007 12:54 pm
Forum: Design Archive
Topic: Ships: Engines
Replies: 54
Views: 18905

Re: Ships: Engines

If the player has the option of putting in more that one of the same type of engine, you're effectively letting them totally annihilate the tech barrier for speed. Theres a reason we don't want ships to go too fast at the beginning of the game. It's because there should be certain limits on what th...
by Bigjoe5
Sat Aug 18, 2007 12:38 pm
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 28257

Re:

2) Variety isn't always good. IMHO blockade running wouldn't be much fun, and thus qualifies as "bad variety". Blockade running is tactically much more shallow than normal combat. There's very little for the player to do in your example of the colony ship trying to run the blockade. For the first f...
by Bigjoe5
Sat Aug 18, 2007 3:56 am
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 28257

Re:

• So i propose that ships can only enter/exit the starlanes at the periphery of the system. There is one major (IMO) problem with your idea. If your idea is the way I think it is, and you can place your ships absolutely anywhere around the periphery of the system, then this creates problems and per...
by Bigjoe5
Fri Aug 17, 2007 5:38 pm
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 32174

Re: Ships: Supply

Having supply ships be mostly player-controlled seems to me to be a bit convoluted and not very fun. I think that it should be almost completely AI controlled with the player only making a few major decisions. Let's say you have a big fleet. All planets will put forward an equal % of their resources...
by Bigjoe5
Fri Aug 17, 2007 4:19 pm
Forum: Design Archive
Topic: Ships: Engines
Replies: 54
Views: 18905

Re: Ships: Engines

If the player has the option of putting in more than one of the same type of engine, you're effectively letting them totally annihilate the tech barrier for speed. There's a reason we don't want ships to go too fast at the beginning of the game. It's because there should be certain limits on what th...
by Bigjoe5
Thu Aug 16, 2007 5:39 pm
Forum: Other Game Design
Topic: Space Mines?
Replies: 10
Views: 1812

Space Mines?

A strange and crazy idea occurred to me today. It's been suggested that mines might be used in battle, placed in defense around a system, but what if you could put mines in a system that doesn't belong to you? Let me explain: A type of cargo ship could be built, possibly containing troops, possibly ...
by Bigjoe5
Tue Aug 14, 2007 11:24 pm
Forum: Design Archive
Topic: Combat: Non-Ship Objects
Replies: 90
Views: 22585

Re: Combat: Non-Ship Objects

It seems to me that having planets involved in battle would give the game more realism than otherwise. That being said, the features of planetary involvement in combat should be geared towards enriching the player's experience with the secondary goal of enhancing realism. I propose an system involvi...