Search found 228 matches

by Dreamer
Tue May 10, 2005 8:02 pm
Forum: Other Game Design
Topic: Balance of Power
Replies: 9
Views: 1770

Great feature! I think a ood balance of influence and prestige can be a good idea. Not so powerful or influencial empires can apeal to others out of prestige. Alliances and treaties can rely on certain prestige as well. I think is good but in FO prestige should be taken into consideration in a more ...
by Dreamer
Tue May 10, 2005 7:49 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 5984

Well. Then the problem is not actually that XML is bad bud that FO-XML is bad. In proped XML atributes that appear only once should be just that, atributes, and not yet another level of tags. As far as I know XML (and I'm not a guru, neither a newbie) it goes like this: <tag atribute1="value" atribu...
by Dreamer
Tue May 10, 2005 7:36 pm
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2559

Geoff: Ok about trade. I did knew most of what you mentioned in other aspects. I know that eventually every aspect of the game will be solved one way or another (that is the idea after all), but I think that designing a resource model thinking only about a planet is a bad idea, the huge scope of a g...
by Dreamer
Tue May 10, 2005 7:17 pm
Forum: Story
Topic: Hostile lifeform list
Replies: 17
Views: 6821

However I think we should put a random number of 0 - 4 creatures on each planet. It's kind of boring if you already know there will be 3 creatures on your new planet, one benign, one a nuisance and one hostile. Mmm, did I got it wrong? I assumed about 3 creatures per TYPE of planet (aka enviroment)...
by Dreamer
Mon May 09, 2005 11:52 pm
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2559

Industry is the capacity to make things, not finished products. Ok. But if you can make ships with production you can make microwaves too. What I mean is that you should be able to obtain money directly from non-war-related-production or produce luxury goods or something. I know most of this is som...
by Dreamer
Mon May 09, 2005 11:40 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 5984

Re: XML downside

I haven't looked tech.xml so far, but I don't see the problem. A valid XML notation for you example is in fact: <tech Name = 'Satellites' Group = 'Applied Science' Description = 'The construction of satellites to be dropped in space.' Maximum Level = '3' Level Cost = '50000' Start Level = '1' Raise ...
by Dreamer
Fri May 06, 2005 9:01 pm
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2559

Well thanks! For my part I guess the basic ideas behind FO resources are quite nice. The only part I didn`t like was the hard cap on meters. I liked more the Moo1 aproach were you have an actual number of buildings of each type. Also most of the new games of this kind are introducing the idea of ava...
by Dreamer
Fri May 06, 2005 2:14 am
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 7672

Like the idea. Anyway, no ship should have more than 4 or 5 mounts. Bigger ships can have more of each type, but not more types. This simplifies strategy planning for those ships.
by Dreamer
Thu May 05, 2005 5:56 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 13819

I like the idea of specifying several kinds of behaviour to different task forces. What I don't like to see is to be able to direct every single weapon to a different target like in Moo2. Maybe a priority list for several commands, like exterminate small figthers, then take this ship, then retreat t...
by Dreamer
Thu May 05, 2005 5:40 pm
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 7672

So it seems most of us would like to see a SMAC-MOO2 hibrid. A GUI that allows to select simple choices for ships: a size, shield, 2-3 weapons and 2-3 specials. (every ship uses best armor and thrusters) What about ship size? A mere figther would have just 1 or 2 weapon types, but a death star can h...
by Dreamer
Wed May 04, 2005 6:02 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 13383

if the combat system is so empty of tactics/strategy that a retarded AI can still compete then automate it. Completely true! A lot of times I got bored with combat in moo2 and used "auto" some other times I couldn`t use even that because the AI didn`t exploit well my designs. So I HAD to play. I wo...
by Dreamer
Wed May 04, 2005 12:37 am
Forum: Graphics
Topic: Original FreeOrion Mockup
Replies: 16
Views: 7941

As a side comment. It has been proven that a "bottombar" is a much better idea than a sidebar because human eyes are separated horizontally. The human field of view benefits a lot when you leave the sides relatively clear, making the impresion of more amplitude and a cleaner, simpler display (even i...
by Dreamer
Wed May 04, 2005 12:29 am
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2559

Well. I thought so, but since I had done it already before finding out about FO I guess is not that a bad idea to share it. It has quite a lot of effort in it as it was designed for simplicity in rules and complexity in features. I addapted it to the FO design in the requirement, so it can be useful...
by Dreamer
Wed May 04, 2005 12:25 am
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 7672

Well. It`s all about 2 things really: how much of a ship´s complexity will be useful, interesting in ship combat. If you have a simple combat system i`t doesn`t really need a complex ship design. And of course how much time and effort are we willing to spend in this. As I see it there are some reall...
by Dreamer
Wed May 04, 2005 12:14 am
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 13383

To me, its important to get interesting tactics into space combat - flanking is one way of starting to achieve that. It doesnt HAVE to use the shield facings method, but its a starting point for discussion. Completely agree. In fact that is why I didn`t only complain about your idea, but instead pr...