Search found 149 matches

by Sapphire Wyvern
Sat Nov 12, 2005 11:43 am
Forum: Other Game Design
Topic: What? No retreating?
Replies: 1
Views: 738

What? No retreating?

From the requirements document:
Combat ships cannot retreat.
Please, someone tell me this is a temporary placeholder that will be removed later in the game development cycle. :) I've looked for an explanation of why this rule is in place (forum search), but I can't find it. Can anyone help me out?
by Sapphire Wyvern
Sat Nov 12, 2005 11:12 am
Forum: Other Game Design
Topic: Build prioritisation
Replies: 1
Views: 1160

Build prioritisation

Production is managed via a global queue similar to the research queue. Build queue items require a fixed number of PP and turns, although one or both of those values may be affected by racial traits or technology. The player may have multiple build projects going on at the same time. Production po...
by Sapphire Wyvern
Sat Nov 12, 2005 10:44 am
Forum: Other Game Design
Topic: Random diplomatic brainfart
Replies: 7
Views: 1915

Random diplomatic brainfart

I had a strange thought the other day. I thought, "What if there were a level of diplomatic closeness above allied?" Call it "Federation" (or other title if you prefer). The two empires are effectively merged. They have single combined PP & RP pools, and a single build queue ...
by Sapphire Wyvern
Sat Nov 12, 2005 8:19 am
Forum: Other Game Design
Topic: Multiplayer interaction incentives
Replies: 25
Views: 5514

Well, I'm against "have to interact" and for "should interact". I've played too many boardgames which eventually turn out to be a race between the players to see who wins their game of Solitaire first. It's a sign of bad board-game design. I mean, what's the point of playing with...
by Sapphire Wyvern
Fri Nov 11, 2005 11:24 am
Forum: Other Game Design
Topic: Multiplayer interaction incentives
Replies: 25
Views: 5514

Multiplayer interaction incentives

A multiplayer game should encourage its players to interact with each other as much as possible. Having a bunch of people playing essentially a solo game with humans replacing AI is not a good game. Therefore, I dedicate this thread to methods for encouraging player interaction. We want to get peopl...
by Sapphire Wyvern
Fri Nov 11, 2005 11:12 am
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 37686

I was thinking about my proposal that each planet should provide boosts to neighbouring friendly planets proportional to its own productivity, when I came to a realisation: Since FreeOrion pools the production and trade of an empire anyway, this would be mathematically identical to simply multiplyin...
by Sapphire Wyvern
Wed Nov 09, 2005 10:17 am
Forum: Strategy Games
Topic: List of all space 4X games
Replies: 111
Views: 130172

I've heard something about a game called Hegemonia. Has anyone played it? I think there might be a sequel coming out.
by Sapphire Wyvern
Wed Nov 09, 2005 8:51 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30866

...and I don't know of any games with phased realtime combat. So I'm very interested in seeing how it turns out. Laser Squad Nemesis , a moderately brilliant turn-based squad tactical game from the people behind X-COM. This game uses 10-second fixed duration real-time turns with orders being assign...
by Sapphire Wyvern
Wed Nov 09, 2005 6:08 am
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 37686

Right. Sounds more or less how I was thinking it should go. Of course, the underlying logic of an economy would imply that blockading a world ought to affect nearby world's production (not just because of food!) because supply lines are cut off. I would think that the larger a blockaded world's econ...
by Sapphire Wyvern
Wed Nov 09, 2005 4:41 am
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 37686

The Merchant Marine

So. You're running a galactic empire. Presumably, hidden under the layers of economic abstraction, your economy is going to be like every other economy in history: it's going to require moving stuff from where places where there is a surplus to places where there is a demand. Now, since this is a ga...
by Sapphire Wyvern
Wed Nov 09, 2005 4:16 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77645

Oh. I'd like to add one additional requirement: The degrees of freedom of the camera shall not exceed the following: Translation in the x, y, and z axes; Rotation around the z axis of the space combat; Rotation of angle of elevation of the camera with respect to the xy plane of the space combat. Pre...
by Sapphire Wyvern
Wed Nov 09, 2005 4:08 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77645

I'd like to put in a vote for "phased time". It works really well in Laser Squad Nemesis , a squad-based phased time tactical game. To a lesser extent you can see how it would work in Scorched3d . Now a little bit of commentary on what phased time implies. It's necessary to be able to give...
by Sapphire Wyvern
Wed Nov 09, 2005 3:50 am
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 63268

Well, the basics are all there in previous posts... so far the aproach that I like the most is this: It's just so damn simple. You can choose between basic approaches like charging and strafing, but that's about it. The entire battle usually takes around a minute. With all that simplicity, it's sti...
by Sapphire Wyvern
Wed Nov 09, 2005 3:38 am
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 63268

Here's a novel idea for space combat order-giving. A tradeoff exists between fine control of spaceships and the amount of time/fiddlyness involved in running a battle. Traditionally, this is resolved by having players lose the ability to give *precise* orders as the number of units and scale of the ...