Search found 37 matches

by herbert_vaucanson
Thu Mar 24, 2005 2:11 pm
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

[...] Anyhoo, I'd still like to add a "Methane" planet type... but I don't see the point of "Arid" when we already have "Desert", nor "Iceball" when we have Tundra, and I don't really know what "Primordial" is supposed to mean. I have been giving it some thoughs, and your objections are quite reaso...
by herbert_vaucanson
Thu Mar 24, 2005 10:30 am
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

So we get the usual "heavy gravity", "normal gravity" and "light gravity" stuff? i would be happy with that. What about mineral richness? Does it exists on a scale, or all the balls spin the same? None of this is decided, as far as I know. A simple and effective way to deal with this sort of thing ...
by herbert_vaucanson
Thu Mar 24, 2005 8:26 am
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

Re: Gravity terraforming: Planets have a "size" and well as an environment, but I doubt there'll be any complicated system of gravity variations separate from size. [...] So we get the usual "heavy gravity", "normal gravity" and "light gravity" stuff? i would be happy with that. What about mineral ...
by herbert_vaucanson
Thu Mar 24, 2005 7:25 am
Forum: General Discussion
Topic: Where are the amebas?
Replies: 8
Views: 1787

Geoff the Medio wrote:There are also "Space Squid" and "Space Wyrm" titles (at 50 and 150 posts I think).
Thanks! But I shall say I miss the "Space Amoeba"...
by herbert_vaucanson
Wed Mar 23, 2005 5:24 pm
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

[...] I was wondering wether gravity was part of the wheel. If gravity is part of the wheel [...] Now I get it. The answer is: I do not know... I did not find it in the current blueprints. In Moo2 the environment type, the gravity pull and the mineral richness were on different axes. You could inde...
by herbert_vaucanson
Wed Mar 23, 2005 4:22 pm
Forum: General Discussion
Topic: Where are the amebas?
Replies: 8
Views: 1787

Where are the amebas?

Ok guys, I see great creators, mighty leads, lordly designers, unending dragons, ohmy!mamas&papas AND lowly space skrills, sad star slugs, unasked planet leeches. Where are the intermediate guys? Is anybody a fledging, but sizeable, space ameba? No? What polarised so much our society? Maybe a Shadow...
by herbert_vaucanson
Wed Mar 23, 2005 4:11 pm
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

Is there anything like a gravitation ring, ähh string?? There could be some gravitational "Terraforming" efforts to make a planet mor suitable for your Race, which could mean that it becomes less suitable for others. I don't know if I get what you mean, but yes, terraforming is in, and does exactly...
by herbert_vaucanson
Wed Mar 23, 2005 2:32 pm
Forum: Other Game Design
Topic: Planetary Defenses
Replies: 26
Views: 3652

DESIGN your own military installation!

Why not divide the two concepts: weaponry and installation? So weaponry is the OFFENSIVE, DEFENSIVE, SPACE and NON-SPACE stuff: missiles, beams, fighters, armors shields, troops, kill-o-zap devices. You know it, you love it. Installation is the structure that hosts the weaponry. If in space, a space...
by herbert_vaucanson
Wed Mar 23, 2005 8:48 am
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

Wheel, Asteroids, Dilitium

Although the wheel system is set in stone and is not going to change, what should be noted is that this wheel system is for solid / rock based planets. A long time ago the developers mused about an alternate system for gas giants. [...] Nothing has really been set in stone about asteroids or comets...
by herbert_vaucanson
Tue Mar 22, 2005 8:05 am
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

That would probably happen if it was (and here is the important part) an Indisputably better idea that didn't impact too much change on Other parts of the game. a Dimensionality model is easy to dispute because it prevents all environments from being equal [...] First of all, I did not want to disp...
by herbert_vaucanson
Mon Mar 21, 2005 4:45 pm
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

The EP wheel has been passed and implemented. It's not going to fundamentally change. [...] This presumably means that to a large degree, a planet that's good for one race will be equally good for other races [...] The modifications I proposed would not require massive rewriting, I think, but only ...
by herbert_vaucanson
Mon Mar 21, 2005 12:37 pm
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 11317

Planet climates

Uh, I know I might be late for this, but I wanted to raise (once again?) the issue of planet climates. Granted that a scientifically adherent system would be too complex (heat, pressure, chemistry, magnetic field, rotation axis...), I am nonetheless unconfortable with the proposed "wheel". It lacks ...
by herbert_vaucanson
Mon Mar 21, 2005 8:41 am
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 15815

I like that, although I would still include factions [...] And I would still include leaders [...] Distance should matter but more as a way to balance Local 'culture' against Imperial culture [...] Ok to all three. I hope the faction thingy does not make the game too complicated (I still have these...
by herbert_vaucanson
Fri Mar 18, 2005 8:16 am
Forum: Other Game Design
Topic: Role-Playing Support
Replies: 34
Views: 5562

Elvis

The one word "DIE" comment a few posts above nails it... and Utilae comments made it clear. I shall agree with the "don't mix" line. Altough, if somebody wants to do a plugin/expansion later, fine with me. I just do not consider RPG part of the core of Orion. Moreover, there are intrinsic problems l...
by herbert_vaucanson
Wed Mar 16, 2005 6:13 pm
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 15815

My two eurocents: A) keep the system as simple as possible, for gameplay reasons; B) found the difficulty of building large empires not on socio-economic indicators but on the abstract, fundamental root of the problem: organisational overcomplexity. The reason for B) is twofold: first of all, it cou...