Search found 101 matches

by yaromir
Thu Sep 01, 2005 8:25 pm
Forum: Other Game Design
Topic: Conquering colonised planets - culture,assimilation,genocide
Replies: 24
Views: 4144

You could have small nimble corvettes in your fleet - "Pirates" if you will, that do not trigger planetary and starbase defences. With them you could raid planets and steal some resources. Of course, once they have raided a planet (or a system), they lose their "pirate" flag until they return back ...
by yaromir
Wed Aug 31, 2005 9:05 pm
Forum: Other Game Design
Topic: Spacecraft Propulsion
Replies: 59
Views: 12593

So it would be better if ships were available all the time, so that they basically do not any time, they are refitted instantly. I guess I cannot justify that though. If it costs 3 turns to build a ship, why can't its engine be ripped out and replaced in 1 turn? This can be made simple by saying th...
by yaromir
Wed Aug 31, 2005 8:50 pm
Forum: Other Game Design
Topic: Heros and Sub-Heros
Replies: 34
Views: 5017

agreed moxy. If you ever played Gengis Khan 2 (or some other KOEI games) you could "search" your province for a suitable man and then hire him. Victoria treats it differently, you stockpile talent points and then when you have 20 you can create a general. The traits, as I could figure were not depen...
by yaromir
Tue Aug 30, 2005 6:42 pm
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 7843

@Small ships. Well aherm, what chance does a destroyer stand against a Battle-Cruiser? None. How about 20 destroyers against Battle-Cruiser? Still none. 100? maybe if they ram it. What chance does a battle-cruiser have against 10 naval bombers? none. I think there should be different size "mounts" a...
by yaromir
Tue Aug 30, 2005 6:31 pm
Forum: Other Game Design
Topic: Time within turns.
Replies: 15
Views: 2398

Well yes, fun factor is more important than realism. I think combat spanning multiple galactic turns would absolutely rock. The battle would resume from where it ended the last turn (preserving relative positioning) It would open up possibilties for so many things like: Newly built ships join the fr...
by yaromir
Tue Aug 30, 2005 6:23 pm
Forum: Other Game Design
Topic: Conquering colonised planets - culture,assimilation,genocide
Replies: 24
Views: 4144

plunder works for me.

The spying thing could be handled abstractly, say for the next 3 turns spy insertions into target empire are 20% cheaper and 30% more successful.
by yaromir
Tue Aug 30, 2005 6:20 pm
Forum: Other Game Design
Topic: Spacecraft Propulsion
Replies: 59
Views: 12593

I would prefer the HOI2 upgrade model.

You pay each turn an upgrade cost and your ships, if in port, are re-fitted with new technologies (including faster engines).

In moo3 I was afraid to design ships because 5 turns later they would be absolete.
by yaromir
Mon Aug 29, 2005 5:32 pm
Forum: Other Game Design
Topic: Time within turns.
Replies: 15
Views: 2398

Well, I think that your ship should still get there first. You go into combat, attack their starbase, and *tada* a little while into combat their fleet suddenly appears. I would like that too. It is really the matter of time-interval size difference. If a ship typicly spends 10 days in flight and t...
by yaromir
Mon Aug 29, 2005 5:26 pm
Forum: Other Game Design
Topic: Spacecraft Propulsion
Replies: 59
Views: 12593

I like the auto-upgrade model of HOI2.

It would be nice if engine upgrades were automatic as long as the ship is in the friendly port.
by yaromir
Wed Aug 24, 2005 7:12 pm
Forum: Other Game Design
Topic: Conquering colonised planets - culture,assimilation,genocide
Replies: 24
Views: 4144

but you also leave some forces to "ensure peace" and meanwhile you left in place mechanisms so you exploit their resources production That's just colonialism/imperialism/forced labor. I was thinking about the whole issue of forced labor. It would be nice if there was a slider that affects the harsh...
by yaromir
Wed Aug 24, 2005 6:35 pm
Forum: Other Game Design
Topic: tech trading / stealing / etc.
Replies: 49
Views: 6275

I still stand for having an abstract spy-netword, fueled by funds allocation, and event-driven (based on those allocations)

-AND-

Hero Spies who can undertake individual tasks, have traits and are discretely controled.[/quote]
by yaromir
Wed Aug 24, 2005 6:29 pm
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 30386

Well I am not talking about "victory" conditions really, but sub-tasks.

I agree that victory conditions should be laid out upfront and every player should have a rough estimate of how well the others are doing fulfiling them.
by yaromir
Tue Aug 23, 2005 6:01 pm
Forum: Story
Topic: Trancedence vs Singularity
Replies: 45
Views: 30386

I generally dislike extra victory conditions. They're unfulfilling.
I think a set of sub-tasks with small rewards would help to break the monotony. That's why I like the idea of sectors (you control a whole one you get a special bonus). Or random events, ala HOI or Victoria or Crusader Kings.
by yaromir
Tue Aug 23, 2005 5:56 pm
Forum: Other Game Design
Topic: Conquering colonised planets - culture,assimilation,genocide
Replies: 24
Views: 4144

I have a HUGE problem with the concept of multi-species empires, especially by subjugation. If a border world decides to join an empire of another species for political reasons...well...maybe But what kind of co-existance and inter-marriage could there be between a gas-based etherian and some crysta...
by yaromir
Tue Aug 09, 2005 6:42 pm
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 16338

I like it.