Search found 199 matches

by discord
Sat Oct 30, 2004 9:55 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22483

haravikk: so basicly a slightly more advanced 'this unit is under fire' thing? well, if that catches your fancy...seems abit pointless though, atleast if i had anything to say in the matter of how battle is implemented...wich i dont, so sure, have your say.
by discord
Sat Oct 30, 2004 9:47 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

bah forgot to do more examples. in this case it would take 9 hits to take down the armor. 50/((17-5)/2)=8.33333 so nine hits, and that gives a additional 8 points of damage to 'internal.' or whatever you want to call it. with 12 damage, it would not harm the armor at all, as it cant penetrate it. at...
by discord
Sat Oct 30, 2004 9:40 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

öfcourse a armors resistance should only count towards the armors health...and the way to do the mathi is without doubt. absorb1=5(stop damage) absorb2=15(higher then absorb 1, if below this value it nullfies the attack fully.) resistance=.5(should be obvious.) armor/hits= 50/50 actual damage= if da...
by discord
Thu Oct 28, 2004 11:45 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

bah! you get a good idea, and you turn into mush within days, is it just to make things more crappy or what? 'counter system' that should be game by game based, not set into rules from the core engine. yes that is how they do it in star craft/warcraft....and it works there...but your average starcra...
by discord
Thu Oct 28, 2004 11:26 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22483

haravikk: did not even have to read through all of your post to know the answer, not possible. why you ask? because it is hard as hell to make a actual inteligent AI that knows what it is doing(as compared to just following some preset methods.), and for your side to know when it encounters a proble...
by discord
Mon Oct 25, 2004 1:51 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 24218

how lovely, my little seed for damage types is finaly blooming, only took most of a year..... and the way this SHOULD be handled is by way of dual(or triple) layer defense. #1 shields(tech limits on how many types can be active on a ship, should be few.) wich just like armor is better/less good at h...
by discord
Mon Oct 25, 2004 1:35 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22483

ranos.....could you please explain to me what 'and only have so much pause time' means? and yes i know, we went through just about all of those pros and cons back in january on the old forum(yes i have read through this thread aswell.), so basicly not much new here to say, you are rephrasing my old ...
by discord
Mon Oct 25, 2004 1:27 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23230

first off, i have played all of them, the moo's, SEIV and stars!, all of them have interesting ways of handling a difficult problem. when most of us talk about moo, it is moo2 it is about, and you cant get any more 'cookie cutter' then that way of designing things, since you basicly have two choices...
by discord
Sun Oct 24, 2004 10:40 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22483

actualy i am pretty sure that i was first with 'phased real time'...not that it matters, i spewed out crazy ideas like CCG fleet battles, and other nice brain farts...but the basics behind my phased real time was to pause to give orders, and only have so much pause time.....the fixed intervals thing...
by discord
Thu Oct 14, 2004 6:14 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22483

emry's/merf, bad idea.

why? because if the AI is smart enough to know when something is wrong, it would be a rather short step to making it smart enough to do something about it, or in other words to damn *bleeeping* complicated.

//discord
by discord
Thu Oct 07, 2004 11:36 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22483

han_krum: how does that remove the need for doing it with speed? the amount of time you have in a single 'pause' is still there, no?
so basicly all i did was make the pause less 'chunky'...no?

//discord
by discord
Wed Oct 06, 2004 9:59 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22483

and should. how long is 'one turn' in real time inside the game? the usual is one month or a year...but seriously if you think about it, ground battles and campaigns have been becoming shorter quite rapidly the last...oh few hundred years, back in 1000 or so, wars dragged on for years....even if it ...
by discord
Mon Oct 04, 2004 2:39 pm
Forum: Other Game Design
Topic: Looking Forward: Military Tech Categories
Replies: 28
Views: 3239

actualy on 'energy hulls' a little idea we had over here, was about the trek universe, and the little used powers of the holodeck.... as they can create 'hard light' and it is quite possible to create the 'holograms' outside of the emitter(wich was proven in voyager by the doctors 'mobile emitter', ...
by discord
Mon Oct 04, 2004 12:50 am
Forum: Other Game Design
Topic: Research MtG Style
Replies: 7
Views: 1273

well, on my idea for research....well not even going there again, after the bashing i got last time, but it is a good idea, even if it is kinda...pointless.

//discord
by discord
Fri Oct 01, 2004 10:02 pm
Forum: Other Game Design
Topic: Ship system targeting
Replies: 3
Views: 826

first off it's a decent enough idea, aslong as you keep down the micro. secondly, you are obviously doing something wrong with your doom stars, the only 'right' setup is. stellar converter stellar converter stellar converter stellar converter stellar converter 16x pd/co Phasors and the following spe...