Search found 199 matches

by discord
Fri Oct 01, 2004 8:06 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30865

well, actualy most of this is ideas i treid to get across back on the old forum, WAY back, like january or something...it was not very well recieved back then. and a strange idea, wich seems to work, make the game more complex, to make it easier to code. and now i KNOW some of you are looking at me ...
by discord
Fri Oct 01, 2004 12:19 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30865

first off, hi, i'm back to be annoying to you all again. now that the civilized hello is finished, lets get down to business. #1 honestly i think most of the ideas lack a little, for instance per planet thing lacks in scope, and is just to simple, move towards the planet, and blast away....not much ...
by discord
Mon Jun 21, 2004 4:35 pm
Forum: Other Game Design
Topic: parallell galaxies or multiple galaxies
Replies: 31
Views: 6046

personaly i like the 'multiple server interconnectivity' approach.... but the answer is a simple one, make the 'dimensional gate' insanely costlly, and cost/time is based on how many/heavy ships you want to send through, and no possibility to decide where they go in the next realm....oh, did i forge...
by discord
Mon Jun 21, 2004 4:14 pm
Forum: Other Game Design
Topic: Fleet resupply
Replies: 72
Views: 19546

there are more things in the word 'supply' then missiles, DUC(Depleted Uranium Core) rounds for the PD(Point Defense) MLA's(Magnetic Linear Accelerators), or warp core plasma, dilithium crystals(both are star trek style techno babble fuel.), or just plain food....all of wich can have pretty devestat...
by discord
Mon Jun 21, 2004 3:54 pm
Forum: Other Game Design
Topic: Defence/Offence ballance
Replies: 23
Views: 5185

impaler: dont disrespect the power of shrapnel!(it would be one hell of a frag grenade) but yes, you are mostly right. it was mostly the idea of different damage types i wanted to get through, it makes for more variation in stuff, so that they are more then 'this one is better then the last one'... ...
by discord
Fri Jun 18, 2004 12:21 pm
Forum: Other Game Design
Topic: Defence/Offence ballance
Replies: 23
Views: 5185

defense/offensive balance? it's a dream, and you cant catch it. atleast not aslong as you allow players to design their own ships, then it becomes a design point instead.(might add that defensive capacity was a important part of my classic moo2 design...) but when it comes to how they handle, i'd su...
by discord
Sat May 15, 2004 11:01 pm
Forum: Other Game Design
Topic: Story based combat engine
Replies: 53
Views: 9622

a very interesting idea, just read through this, first thread since i came back from my 3 month loss of internet actualy...so hi peeps. first of, i like the basic idea, and it has potential...abit unconventional perhaps...but a very nice idea, this is how i see it. #1 orders, this is the basic of it...
by discord
Sat May 15, 2004 10:48 pm
Forum: Other Game Design
Topic: field-experience stats on ships/shipgroups
Replies: 15
Views: 2936

make 'battle analysis of XXX' a science project instead, a cheap one, to get the exact statistics, just a thought.

//discord
by discord
Fri Dec 26, 2003 6:24 am
Forum: Other Game Design
Topic: Of Nova-bombs, Supernovas, and Toxic Terraforming.......
Replies: 81
Views: 13730

well, been a while since i posted, but i think my sage advace is needed again. SE4(Space Empires 4), a very interesting game, it had 'nova bombs', detonated(you had to be ON the star inside the system to use it.) would remove the star, and everything else in the system(except ships, since they can r...
by discord
Wed Nov 26, 2003 3:32 pm
Forum: Other Game Design
Topic: Game time.
Replies: 3
Views: 1271

johnie boy, what you want is a multiple level MMORPG style game, that will not happen for atleast another 5-10 years, and would take incredible amount of work to get done, somewhere around 5 years, for a full time game cru....so no, i dont think that will happen here.

//discord
by discord
Sat Nov 08, 2003 2:53 pm
Forum: Other Game Design
Topic: Mutors anyone?
Replies: 11
Views: 2287

well, other then the typo(it's mutators if i recall correctly, been a VERY long time since i played UT.) it's a rather good idea for varied game play, basicly it's different rule settings, low gravity(eberyone can jump real high), sniper rifle only, differing hit points(up or down), igher lower spee...
by discord
Fri Oct 24, 2003 6:47 am
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14070

krikkit: then why not have super yards at every planet? they dont cost me nothing. on the same note, why should the army cost upkeep? they should not! cause that costs me money....and that keeps me from power exloiting even more! get a grip. ablaze: well no, thee is no upper limit, since you can tos...
by discord
Thu Oct 23, 2003 12:27 pm
Forum: Other Game Design
Topic: Flagships
Replies: 38
Views: 7518

skdiw: not to forget, MoO3 was buggy, point defense did not fire against missiles, wich made PD useless for all practical reasons, and missiles actualy had higher damage to space ratio, and longer range, and if you let the comp control, it can fire at targets you cant even see....yes, missiles were ...
by discord
Thu Oct 23, 2003 9:52 am
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14070

gnarf, a shipyard has a maximal work rate, cant go higher, how much money you put into it says how close to that peak performance you can come.

//discord
by discord
Wed Oct 22, 2003 8:33 am
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 14070

EA: the economicly most sound idea would be to have them seperated, BUT if you want'em to, you can have them as one. point being, i dont like being forced into any kind of action, mobile shipyards would be a must for nomadic species, and pretty useful for pirates. and, there are no problems with hav...