Search found 97 matches

by Kharagh
Fri Jul 28, 2006 11:12 am
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 8697

I am firmly against your "One Empire -> One Race" approach. Just because "realism arguments" are not looked upon fondly in this forum does not mean we should strive to be unrealistic. It merely means that gameplay and KISS often take precedence over realism. What you propose would IMHO take a lot of...
by Kharagh
Wed Jul 19, 2006 8:18 am
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 52080

Of couse a 4x game is about strategy, but many people (like me :) ) also like to test their tactical skills and ship designs in tactical battles. But a decent tactical battle will probably last longer than 5 Minutes IMHO, at least if more that a few ships are involved. If your primary focus in the g...
by Kharagh
Thu Jun 29, 2006 7:01 am
Forum: Other Game Design
Topic: One species per planet.
Replies: 52
Views: 8697

My thoughts exactly. If we go with your approach, AthlonFX, we will produce a very onesided game and lose many features which would make the game much more fun to play. Diplomacy and trade relations with other races can be a lot of fun and will greatly increase the options a player has to survive in...
by Kharagh
Wed Jun 28, 2006 11:19 am
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 11014

"Zentronium TerraHairsbreadth" is the one we should take :lol:
by Kharagh
Tue Jun 20, 2006 6:35 am
Forum: Other Game Design
Topic: Capture Buildings Under Construction?
Replies: 9
Views: 1504

...the conquerer of the planet gets a dialog asking him if he wants to continue constructing the building... Such a dialog would be redundant, because if the conquerer didn't want to keep the under-construction item, s/he could just remove it from the production queue on the turn(s) after capturing...
by Kharagh
Mon Jun 19, 2006 7:26 am
Forum: Other Game Design
Topic: Capture Buildings Under Construction?
Replies: 9
Views: 1504

How about giving the person who loses the planet the option to destroy the building if he wishes to do so. If he does not, the conquerer of the planet gets a dialog asking him if he wants to continue constructing the building (if he has the appropriate tech to do so). Furthermore we could implement ...
by Kharagh
Fri Apr 21, 2006 7:37 am
Forum: Other Game Design
Topic: organic ships
Replies: 58
Views: 8294

Another disadvantage of organic ships could be that you can't transfer its experience to newer, bigger ships. On an organic ship, there is no crew, the ship gets the experience. So you would have to transplant the ship's brain to use its experience for another ship. maybe we could add some extremely...
by Kharagh
Wed Mar 29, 2006 10:11 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24089

IMO accuracy should be a problem for lasers, although I agree with you that it should be easier to hit with them, than it would be with mass drivers. Lasers should be easier to hit with, but their damage should decrease over range. With mass drivers it is harder to hit, but if you hit, you do full d...
by Kharagh
Wed Mar 29, 2006 7:10 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24089

@marhawkman I don't think so. All a ship needs to do is randomly vary its acceleration or flying vector a tiny little bit every few seconds and every enemy ship more than a few lightseconds away will have a very hard time hitting it with lasers. As long as the pattern is random, all the targeting co...
by Kharagh
Tue Mar 28, 2006 1:27 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24089

In any case it seems that since combat will not take place in any area bigger than a solar system, we safely say that accuracy will not be a problem for lasers. Why should accuracy not be a problem for lasers in a solar system light minutes across? If the enemy ship is 1 light minute away and I try...
by Kharagh
Tue Feb 07, 2006 8:40 am
Forum: Other Game Design
Topic: Planet Orion
Replies: 37
Views: 4974

If I remember correctly, Space Empires IV had binary Systems, but it is a good idea nontheless :-)
by Kharagh
Mon Sep 26, 2005 9:19 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 62294

Requirement 1: Combat must be epic in scale. FreeOrion is a Space Opera. Combat must ‘feel’ epic. Its very hard to make a battle of two scout ships on the fringe of known space epic in scale. I like the idea of systemwide combat which will definately make the fight feel more "epic". Some announceme...
by Kharagh
Tue Sep 20, 2005 1:09 pm
Forum: Other Game Design
Topic: time ship idea
Replies: 25
Views: 4306

The idea itself is nice, but I don't think it can be successfully implemented into the game. First of all, it would be only for SP, as people in MP would get pissed if they have to replay the game since the beginning repeatedly. In SP it could be done, but I don't think it will be much fun to replay...
by Kharagh
Mon Sep 12, 2005 10:05 am
Forum: Other Game Design
Topic: Ascension
Replies: 5
Views: 1273

The idea isn't bad, but how would we add new races to the game. they would need a homeplanet, but at that stage, all useable planets will have been taken and be known. We could of course add new planets randomly throughout the region, where the ascended race had their empires. They might be able to ...
by Kharagh
Mon Sep 12, 2005 9:19 am
Forum: Other Game Design
Topic: Should spaceships be the only way to travel between planets.
Replies: 16
Views: 2639

Great idea, I like it a lot. It will add a great deal of fun and diversity to the game and will enable the player to try totally new strategies. We could even add a planet special named "Derelict Stargate". It would be an old Stargate left over by an advanced race. You would then have the chance to ...