Search found 199 matches
- 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 ...
- 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 ...
- 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...
- 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...
- 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'... ...
- 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...
- 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...
- Sat May 15, 2004 10:48 pm
- Forum: Other Game Design
- Topic: field-experience stats on ships/shipgroups
- Replies: 15
- Views: 2936
- 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...
- Wed Nov 26, 2003 3:32 pm
- Forum: Other Game Design
- Topic: Game time.
- Replies: 3
- Views: 1271
- 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...
- 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...
- 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 ...
- Thu Oct 23, 2003 9:52 am
- Forum: Other Game Design
- Topic: Shipyards
- Replies: 90
- Views: 14070
- 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...