Search found 199 matches

by discord
Sun Jul 27, 2003 9:52 am
Forum: Other Game Design
Topic: Design: Space Stations
Replies: 79
Views: 8731

actualy i can see a VERY compelling reason to place a couple AWAY from such places, trade stations, internal security, if ALL trade takes place there, the avenues for spies to get to the 'real' interesting areas are limited, to say the least, since ALL outsiders are more or less confined to those ar...
by discord
Sun Jul 27, 2003 9:41 am
Forum: Other Game Design
Topic: orbital bombardment
Replies: 7
Views: 2495

utilae: in moo2 you could do just that.... but on 'precision bombing' i have only one thing to say, it does not work quite aswell as the US military propaganda is hyping it up to be...and the higher the tech level, the more dispersed the military would be...(in all practical effect, the military wou...
by discord
Sun Jul 27, 2003 9:19 am
Forum: Other Game Design
Topic: Battles, battles and MORE battles ! Turn based vs real time.
Replies: 168
Views: 22264

utilae: prolly the same system used for the 'planetary bombs' things, and it makes sense...note though, that a planetary shield does not stop EVERYTHING, just most....and a high tech weaponry would mostly use particle/beam weapons, since however you look at it, kinetic kill weapons have a EXTREMELY ...
by discord
Fri Jul 25, 2003 12:21 am
Forum: Other Game Design
Topic: Battles, battles and MORE battles ! Turn based vs real time.
Replies: 168
Views: 22264

well, back on the subject, wich as far as i can see is RealTime vs TurnBased combat engines, the only true choice(imho) is none of the above. both of these are very well established ideas, and how they should be created, if we want anything remotely new, we have to think 'new' not in old classic ter...