Search found 101 matches

by yaromir
Thu Feb 14, 2008 7:54 pm
Forum: Design Archive
Topic: Ships: Upgrades and Designs
Replies: 17
Views: 18741

Re: Ships: Upgrades and Designs

Interesting discussion. For me #1 issue would be elimination of drudgery/micro-management. Contrast upgrade systems of HOI and HOI2. In HOI you have to click each individual unit, click 'upgrade' then wait, then click 'deploy', then click location then group. Very Bad. In HOI2 each unit has an 'upgr...
by yaromir
Thu Oct 11, 2007 3:22 pm
Forum: Design Archive
Topic: Shipyards
Replies: 36
Views: 25601

Re: Shipyards

Remember the Death Star? It was said to be the size of a moon. :) One of these could conceivably mass produce those. Or build larger things. No need to go nuts. :mrgreen: I read a book recently about such a system. Dyson sphere, weird machinery on the inside. Planets don't have any intelligent life...
by yaromir
Wed Oct 10, 2007 6:54 pm
Forum: Design Archive
Topic: Shipyards
Replies: 36
Views: 25601

Re: Shipyards

to me a logical extension of spaceyards would be a form of uber space yard that encompasses the entire solar system. That's up there with Dyson spheres. Though, I imagine shipyards aren't THAT much larger than the ships they build. Solar-system sized shipyards would churn out ships of what size? Ea...
by yaromir
Tue Sep 05, 2006 5:18 pm
Forum: Strategy Games
Topic: Galatic Civilisations 2?
Replies: 11
Views: 4505

IMHO it suffers much from similar syndrome to MOO3: you don't know what effects what and how. For example something as simple as building trade station modules that give you money for each freighter passing its range. But you don't know how much, or even that any freighters will pass (continue passi...
by yaromir
Wed Oct 05, 2005 4:16 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 62747

So IMO the solution is to have each player's ship limit be determined as a fraction of the technical limit, where the fraction is determined by the relative ship strengths in the system for all the players. So if there are 800 ships in the system total, and one player has 25% of these, another has ...
by yaromir
Mon Oct 03, 2005 7:58 pm
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 52391

Advance Wars Yeah, exellent game. I don't want the combat to be "fast paced" or "real-time" or any other of those corporate buzz-words. I rather enjoyed Moo2 system. It did not enforce positioning issue, however, especially towards late game. I would also prefer LESS, yes you heard right LESS ships...
by yaromir
Wed Sep 28, 2005 6:18 pm
Forum: Other Game Design
Topic: time ship idea
Replies: 25
Views: 4399

In Moo2 there was an event that made one of your planets stuck in a time anomoly. Your planet wouldn't be able to research, farm, produce or build anything until the time anomaly wore off. Did that add anything meaningful to gameplay? I found all MOO2 events rather unnecessery. Also, I have NEVER h...
by yaromir
Wed Sep 21, 2005 8:55 pm
Forum: Other Game Design
Topic: time ship idea
Replies: 25
Views: 4399

Well, then suddenly really WEIRD things happen. Ah, that reminds me of "Pier of Yellow Ships" by Lukyanenko. It asserts that time-line is self-healing, if you change something in the past, time-line will start adjusting itself, sometimes through violent events to revert to original self. It was an ...
by yaromir
Wed Sep 14, 2005 5:11 pm
Forum: Other Game Design
Topic: Ascension
Replies: 5
Views: 1280

exellent idea.

Far off into the future, but exellent nontheless.
by yaromir
Wed Sep 07, 2005 5:22 pm
Forum: Other Game Design
Topic: Spacecraft Propulsion
Replies: 59
Views: 12593

You might want to not spend money upgrading and save that money for something else. Well you'd still have to allocate resources at the "construction" screne. That's the way HOI2 handles it. It's not like you'd flag a ship for upgrade and then it comes into port and starts sucking up hammers/mineral...
by yaromir
Wed Sep 07, 2005 5:13 pm
Forum: General Discussion
Topic: Australian English Stringtable
Replies: 4
Views: 1539

:lol: :lol: :lol:

That's cruel, but well-deserved.
by yaromir
Tue Sep 06, 2005 5:48 pm
Forum: Other Game Design
Topic: Spacecraft Propulsion
Replies: 59
Views: 12593

What if I want an old ship to be able to keep up with my fleet, but keep its old weapons, sensors, etc ? I want to be able to specify, what parts are upgraded and in which way. Too complicated. Why wouldn't you want your Laser Mk1 upgraded to Laster Mk2? Upgrade should always mean BETTER, never a t...
by yaromir
Tue Sep 06, 2005 5:37 pm
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 7843

Well a laser can be 100 Joules or 10,000 Joules. It can also have different focus technology (cohesion of waves is above my head really). I would actually prefer if refinement would be a seperate effort, not a nice add-on to the research. I would break weapons into something like Beam Weapons (laser...
by yaromir
Tue Sep 06, 2005 5:19 pm
Forum: General Discussion
Topic: Which is your ultimate road to victory?
Replies: 28
Views: 5453

I think it's balance that wins.

You HAVE to do some research
you HAVE to build some ships
you HAVE to colonise new planets
etc..

The system is very complex with many variables that feed right back into the equation.
by yaromir
Thu Sep 01, 2005 8:29 pm
Forum: Other Game Design
Topic: Spacecraft Propulsion
Replies: 59
Views: 12593

You can refit ships, but you need a design to refit to. Yes, but this would involve ripping the old systems and support-structures, cutting bulk-heads, creating new hard-points and scrapping old ones. THEN, putting in new weapons, support-systems..etc. So first you have to destroy and then re-creat...