Search found 228 matches

by Dreamer
Wed May 04, 2005 12:00 am
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2559

No comments at all?
by Dreamer
Tue May 03, 2005 11:59 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 13819

Let the player assign initial orders to ships - nothing too complex (dont want to end up like Moo3 ground combat), just a small number of simple roles which have markedly different behaviours and outcomes, e.g. :arrow: Close Assault :arrow: Standoff Attack :arrow: Flank :arrow: Defend / Hold :arrow...
by Dreamer
Tue May 03, 2005 4:35 am
Forum: Graphics
Topic: Original FreeOrion Mockup
Replies: 16
Views: 7941

It would be great if stars are rendered as actual lights (with possible lens flare) rather than as sprites. At least in space-themed games 3D rendering has proven to be infinite superior to 2D sprites. Most of the times it just look amazing. (Several examples out there, Nexus for example). If the st...
by Dreamer
Mon May 02, 2005 12:30 am
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 13819

I would like to have a simple combat system anyway. I like playing risk games and the like. I have always thought that this kind of game can be divided a lot into game modules. You choose a resource model, a map model, space combat model, planet invasion model, diplomacy model and tech model and voi...
by Dreamer
Sun May 01, 2005 12:19 am
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 13819

Bare minimum: -Direct control over groups of ships -more than two sides/palyers in combat at once -System based combat -No computer controlling your units at all (unless there allies, they would then be treated as a computer player, but on your side) -2d graphics -phased time movement (half turn ba...
by Dreamer
Sun May 01, 2005 12:10 am
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2559

An alternate idea for resources.

I know I probably arrived too late to this project to discuss this. But frankly I find the actual resource model too unintuitive and limited, particularly the breakeven points and hard caps on meters. It's not that I'm complaining or anything about the work already done. But I did a lot of thinking ...
by Dreamer
Sat Apr 30, 2005 9:10 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 13819

Agree. A RISKII-like (board game) combat style should be enought to start. Each fleet have a size and tech level. Damage is done in several round to each side acording to both factors (some formulae) and luck (some random number). Each round a fleet can choose to withdraw or continue. Combat ends wh...
by Dreamer
Sat Apr 30, 2005 8:46 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 13383

I wouldn't allow any distribution, only a set. Maybe the shielding ability differ from shield type to shield type. Say basic shields can only have the facing equal (or only front). Advanced shield might be adjustable to different facing models (front/default/equal). I would in fact allow distributi...
by Dreamer
Tue Apr 26, 2005 2:13 am
Forum: Design Archive
Topic: Public Review: v0.30 Nuts and Bolts
Replies: 50
Views: 41482

Other thing, I see a lot of clauses "if meter reach this level -> receives this effect". Like Geoff I prefer a more continuous scale for meters/effects rather than fixed ranges giving fixed bonuses/penalties (formulae). It's easier to program since you dont have to recurr to a lot of if-else stateme...
by Dreamer
Tue Apr 26, 2005 2:06 am
Forum: Design Archive
Topic: Public Review: v0.30 Nuts and Bolts
Replies: 50
Views: 41482

Nutrients

I saw this on the requirements: During the resource generation phase of a turn, planets with more Nutrients than twice their Current Population export the excess Nutrients to the global stockpile. Since the nutrient requirements to keep a planet "well feed" (nutrient rating 4) are quite high (food =...
by Dreamer
Mon Apr 25, 2005 11:26 pm
Forum: Programming
Topic: Open source 3D engine from Slashdot article
Replies: 14
Views: 3754

Asraniel wrote:whats about crystal space?
I used crystal space about a year ago both in Windows and Linux and worked quite well. Should be a good idea to take a new look since the renderer was being rewritten.
by Dreamer
Fri Apr 22, 2005 11:52 pm
Forum: Design Archive
Topic: Public Review: v0.30 Nuts and Bolts
Replies: 50
Views: 41482

Can someone tell me more or less what is the idea with requirements revision? I noticed I can edit the wiki so in theory I can alter the requirements myself when I see something worthy of changes or not? Basically I need some directives on how the job is done here and how can I cooperate. I thought ...
by Dreamer
Fri Apr 22, 2005 11:40 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 13383

I see a Loop-hole possibillity there: take a small ship, speed through enemy lines, fire with the three small lasers on the enemy. Now the three big Battelcrusers are at 25% shild eficienmcy (tok the numers from the initial post) when you fire from up front, so your Battlecrusers will simply sweep ...
by Dreamer
Thu Apr 21, 2005 7:28 pm
Forum: Design Archive
Topic: Public Review: v0.30 Nuts and Bolts
Replies: 50
Views: 41482

4 things: 1.- " If the Health Meter is equal to 20: Population Change=0" This is redundant since the formulae for Health>20 also gives 0 in that case. Slould be >= 20. 2.- Is the modification to planet enviroment due to planet size really relevant? Enviroment is affected by system slot and planet si...
by Dreamer
Thu Apr 21, 2005 1:58 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 13383

That still isnt encouraging you to split your forces, it just means that you try to get ALL of your ships behind someone. Well, you cannot get ALL your forces in one side or the enemy ship just need to turn and you are not in his rear anymore, hence the need to split your forces. But the Idea of th...