Search found 199 matches

by discord
Mon Nov 15, 2004 11:46 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

ranos: once again you are tempting me to get banned by your insistence on not understanding how 'armor' works. i will TRY to get through this time. yes, reactive(and ablative) armors takes damage to itself to help stop more incoming damage, HOWEVER! it does not state anywhere that these automaticly ...
by discord
Sat Nov 13, 2004 7:47 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

on the subject of resistance, there are a couple of different ways to do it. #1 static % of ALL damage gets negated. #2 Static % of ONLY the damage that the armor can 'stop', effectively increasing the amount of damage it can 'stop' from hurting insides(only relevent if you go with a 'real' version ...
by discord
Fri Nov 12, 2004 12:29 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

*sigh* i am gone for a week, and everyone forgets about damage types, wich btw. is the answer to balancing all the shield/armor types, as different versions are not equaly good at stopping all kinds of damage. and to point out, fundamentaly different shields/armor(since if you think about it, reacti...
by discord
Tue Nov 02, 2004 2:54 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

bux: and the joy of oit is, that it's supposed to work under the hood, you are not SUPPOSED to understand how everything works. that is what i am thinking when i look at game design, a game i would like to play, and although i know every formula, every piece of code in the game, i can still be surpr...
by discord
Tue Nov 02, 2004 12:56 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12847

a good one bux, but you forgot the 'can be changed' part of the battle cap, as later computers WILL be able to handle bigger battles.

//discord
by discord
Tue Nov 02, 2004 12:50 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

oh, btw. about ranos wrote Balance is about having a system that functions properly without the player having to do anything. i dont know about you, but i like to PLAY games, as in the game being interactive, if i dont have to DO anything, it is just a movie. the more complex a game is, the longer i...
by discord
Tue Nov 02, 2004 12:44 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

first off. Ranos wrote What you are talking about means a lot of micromanagement, which is a big thing that killed MOO3. To get it working properly, you had to micro everything. no, i disagree. what killed moo3 was the total lack of balance, in combination with lack of control(due to FAILED attempts...
by discord
Mon Nov 01, 2004 10:17 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23230

pd: it is actualy pretty simple, they need minerals, ore to produce stuff, for that reason they would park over planets, and strip mine them. although it works better with a system where planets resources are(or can be) finite, like in SEIV...wich was tried in a mod, pirates&nomads, but they lacked ...
by discord
Mon Nov 01, 2004 11:59 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23230

quite true impaler...wich would be real cool...

side note, i would like the possibility of a truly nomadic species/faction/whatever, that can do EVERYTHING inside their ships, research modules, food production, production, money/resource storage, etc.
by discord
Mon Nov 01, 2004 11:56 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12847

impaler: task forces are just advanced 'stacks' you know.....
by discord
Mon Nov 01, 2004 11:46 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

ranos: i hate to tell you this...no actualy i dont, but a counter system is how the armor/weapons/shields work, period. personaly i dislike your idea of a counter system, since it is just rock/scissor/paper just slightly more complex, but not by much, and i for one abandoned that game for being to s...
by discord
Mon Nov 01, 2004 10:56 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23230

wich actualy brings us back to my earlier suggestion of shipyards, and making them a central part of the game, by having to invest vast amounts of resources into them(to make them more productive), and therefor making them prime strategical targets..... first off, this is a reality thing, i personal...
by discord
Sat Oct 30, 2004 10:09 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23230

zpock: actualy in space, size does not matter all that much, from a enginering point of view....we COULD today, if we spent ALOT of resources on it, build a deathstar like thing.....but by the time we would be done, technology would have far out paced this monstrosity, since it would take decades, i...
by discord
Sat Oct 30, 2004 10:05 am
Forum: Other Game Design
Topic: Rules of Engagement / Hails
Replies: 9
Views: 1875

actualy it is a pretty good idea, and could be used to good effect. as for instance, you could send out a champion, and 'bet' on the outcome, only a set number of ships(a single one for instance), and leave the majority of the fleet intact, could be useful if the leaders see that it would be a costl...
by discord
Sat Oct 30, 2004 10:00 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23230

best option on building is 'if he got the resources to build it, he can', BUT there should be a penalty for doing ships bigger then the shipyards can easily manage, wich results in longer build times, and higher cost, in other words, ineffective....but could be real cool.