Search found 154 matches

by Prokonsul Piotrus
Mon Nov 15, 2004 11:00 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22997

Would you watch StarTrek, Babylon 5 or Star Wars if there were no space ships? Likely (cause I like sf) but I wouldn't call them space operas then. We are making a 4X here, and not just 'any' 4X. We don't care about sales and n00bies, we are making it for us - die-hard, core 4X gamers. I think majo...
by Prokonsul Piotrus
Sun Nov 14, 2004 6:00 pm
Forum: Other Game Design
Topic: Tech tree - other dimension (probability)
Replies: 36
Views: 5378

What would be cool about this is that you could "steal" a tech from another race, but have no clue as to the underlying theory. Say you stole grav stardrives from somebody, you would get a bonus applied toward the "gravity wave" breakthrough, but you wouldn't be able to build grav cannons or grav l...
by Prokonsul Piotrus
Sun Nov 14, 2004 11:02 am
Forum: Other Game Design
Topic: Excel star system generator
Replies: 5
Views: 1500

File is hosted here: Link
by Prokonsul Piotrus
Sat Nov 13, 2004 3:56 pm
Forum: Other Game Design
Topic: Excel star system generator
Replies: 5
Views: 1500

I may be able to host it - contact me on ICQ if you still need webspace.
by Prokonsul Piotrus
Sat Nov 13, 2004 3:52 pm
Forum: Other Game Design
Topic: Tech tree - other dimension (probability)
Replies: 36
Views: 5378

Tech tree - other dimension (probability)

Disclaimer: I don't want to change anything we have already agreed on (like HoI'queness of tree tech or specific category types), just expand on few things - or show them in diffrent dimension. I am trying to reanimate part of this not-so-dead horse (tech tree) - or at the very least, start a discu...
by Prokonsul Piotrus
Fri Nov 05, 2004 6:15 pm
Forum: Other Game Design
Topic: Crews
Replies: 33
Views: 4951

I think we can allow some troops to be deployed directly to all planets, based on their population/infrastructure rating. However, majority of the troops should be deployable only to troop equivalent of spaceyards (military academy special or fluff sth). The military academy special would represent ...
by Prokonsul Piotrus
Fri Nov 05, 2004 5:43 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12774

noelte: 'There can be many systems (say 500) with each up to ten planets. So i guess we will have at least one capital ship per system' - can you say MM hell? I hope that I don't have more then 50 planets in the late game. I have played some large Stars! game when in the late game I had more then a ...
by Prokonsul Piotrus
Wed Nov 03, 2004 2:20 pm
Forum: Other Game Design
Topic: Crews
Replies: 33
Views: 4951

We are threading on new and dangerous grounds here - I dont recall any good solution for this problem in older games. We have to answer few questions first: 1. Should 'military draft' ratio affect a) population b) economy c) happiness 2. Should 'military draft' be based on: a) global/empire populati...
by Prokonsul Piotrus
Wed Nov 03, 2004 2:11 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12774

This question was raised as a by-product in the Ship Design: Stars! vs Moo vs SEIV . Anyway, I vote 'the less ships the better'. One of the designers mentioned that we are going for '50 capital ships in a fleet is a huge late game fleet size' and I totally agree with the estimate (and if it revised ...
by Prokonsul Piotrus
Wed Nov 03, 2004 2:02 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22997

I think a possible balance for the "Huge Rampageing early game ship" could be that a ship being consturcted in space is actualy Destroyable in space combat. Think of it as the Return of the Jedi incomplete Death Star senario. Rebels attack the ship/construction yard in space in a raid. Any damage d...
by Prokonsul Piotrus
Sat Oct 30, 2004 7:19 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22303

I have written it earlier, but I want to emphasise it again: unless we go with Stars! model (also known as SE4 simultaneous model...and I think it was used in MOO3 as well), the game we create will not be possible to play (with very, very few exceptions) by more then 2 players. If you want a game wh...
by Prokonsul Piotrus
Sat Oct 30, 2004 7:03 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22997

As for fluff explanation, I like the honorverse one(s). Ships can reach any speed, but inertial compens (that reduce the g impact on crew) can only take so much before they fail - so you need betet ic tech to go faster (and avoid turning your crew into jelly). Second, all space is filled with some p...
by Prokonsul Piotrus
Fri Oct 29, 2004 9:37 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22997

Of course, refiting should be fairly simple. MOO2 way would be better here then SE - I imagine clicking on a ship in starbase/spaceyard, selecting refit option, going to the design screen, then REMOVING some components, adding new ones - their size and costs dependable on what was removed from given...
by Prokonsul Piotrus
Thu Oct 28, 2004 10:55 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22997

I have reread the entire discussion, (tnx Zpock for telling me to do this!). Combined with a day full of walking, here is my bucketload of comments/ideas. Section 1: My comments to other ppl ideas I agree with Daveybaby/Manilla Moxy - it is very important to know the scale of the battles. Will the s...
by Prokonsul Piotrus
Thu Oct 28, 2004 10:52 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 22997

Zpock, when u show the examples of the Stars! slot system, I have a question: who decides what slots should a destroyer have? or a frigate? why 1 mechanical, or 3 general purpose and not vice versae? etc. About the choice - Stars! is the only slot based system I know, and being an experienced player...