Search found 228 matches

by Dreamer
Fri Dec 02, 2005 4:06 am
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12036

so what's the difference between one carrier plus one gun ship versus 2 general carrier/gun ship? how does specialization "naturally" come out? Easy. Your carrier can be slow and light on shield, armor, manouver and so have more planes. While your gun ship should be tought as nails to get it in the...
by Dreamer
Fri Dec 02, 2005 3:46 am
Forum: Other Game Design
Topic: "Decommisioned Ship" Yards
Replies: 17
Views: 3083

I may have misunderstood your post, but are saying to make it so that: a)sell ship - it goes to scrap yard, you get money and pay no maintenance b)ship is stored at scrap yard, untouched c)you call ship out to become part of mothball fleet - costs 10% ship cost But you said you don't want to pay 10...
by Dreamer
Thu Dec 01, 2005 2:10 am
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12036

The idea is that you first choose what you want to design, e.g: 'I want to design a troop carrier'. Troop pods then take up less space than normal because the whole ship design is optimised around carrying and deploying troops. I think the idea is too obscure. You look at 2 ships, they have the sam...
by Dreamer
Thu Dec 01, 2005 1:50 am
Forum: Other Game Design
Topic: Sports - Between different empires
Replies: 12
Views: 1659

The_Commentator wrote:KIS Rule?
It means Keep-It-Simple, one of the strong design guidelines used here... :D
by Dreamer
Wed Nov 30, 2005 3:58 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12036

The US has, what, 10 active aircraft carriers? Each is the centerpoint of a massive amount of power in the form of a Carrier Battlegroup. Wich is more or less my point. I would be completely satisfied with a battle like the one you described before. I was only pointing out that there were hundreds ...
by Dreamer
Wed Nov 30, 2005 3:23 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 36904

I think the best way to deal with this problem is via score. When the game is beaten, each player gets a score, ie number of kills, etc. To avoid this problem wecan use several ideas (not countin the "All appear right beside the other" witch I don't like for reasons already exposed). As an idea, in...
by Dreamer
Wed Nov 30, 2005 1:38 am
Forum: Other Game Design
Topic: Sports - Between different empires
Replies: 12
Views: 1659

:shock: sports :shock:

The KIS rule has just died. A minute of silence please...
by Dreamer
Wed Nov 30, 2005 1:35 am
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12036

a dozen major vessels with maybe 20-30 support vessels + parasite fighters should be a *huge* battle. This is more than enough to be epic Sure enought. that makes 12 + 30 = 42. And extrapolating from there que would probably have around 400 figthers (averaging 10 figthers each). So basically yes, e...
by Dreamer
Sun Nov 27, 2005 10:12 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 102
Views: 12036

The slot mechanism isn't totally decided, it was intended just serves as a guide to basic ship design and helps organize the information (UI) as oppose to a big fat list that sometimes the player forgets to put an engine on their starship. I think I preffer to have 2 lists (columns) one for main (c...
by Dreamer
Sun Nov 27, 2005 8:05 pm
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 31890

It's not a hard concept to understand. No merchant will operate a business if there is no incentives or if the cost is greater than the gain. While the concept is true. I do see state-of-the-art thech applied on big corporations. Also, there are some other factors... for example, if space piracy is...
by Dreamer
Fri Nov 25, 2005 2:44 am
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 31890

Just to create more chaos: A starlane entrance can have a defense meter? Does it make sense to have stationary bases so no matter from wich side your planet is atacked, only half of it at best can target the enemy (i.e: planets should also have arcs?)? What happens with outpost? Can I have defenses ...
by Dreamer
Wed Oct 26, 2005 2:58 pm
Forum: Other Game Design
Topic: Government/Leaders Idea
Replies: 26
Views: 2941

...but I'd prefer a game that has more than a slightly different version of what I've already played a thousand times. Well, I think most of the people here plan to do something GOOD before doing something NEW. A couple of new ideas are being considered, but if they make it into the game it will be...
by Dreamer
Tue Oct 25, 2005 2:41 pm
Forum: Other Game Design
Topic: Area Ships
Replies: 7
Views: 1485

No you don't. First, if they are all the same, then you can easily do group level commands, eg all marines use StimPack (from StarCraft). Bad spoken for me, of course I meant giving orders to each task force and not for each ship. I do demostrate how imperfect is my english every time :roll:. But w...
by Dreamer
Tue Oct 25, 2005 2:34 am
Forum: Other Game Design
Topic: Area Ships
Replies: 7
Views: 1485

I think we should do the same: making task force inclusive of type grouping. Task force is just for micro-managing purposes and should not have any game restraints. Agree. But still if you have several ships of the same type, you have to target manually for each one. The good of this aproach is tha...
by Dreamer
Sun Oct 16, 2005 8:25 pm
Forum: Other Game Design
Topic: Area Ships
Replies: 7
Views: 1485

I realize now that I should use an example, since I wasn't very clear... Say you have 300 small figthers, 6 long range destroyers and 30 medium bombers. (to be simple). You will want to assign the figthers to defend your bombers or destroyers, against enemy figthers or missiles, supposing there are ...