Search found 97 matches

by Rapunzel
Fri May 06, 2005 1:23 pm
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 8425

@guiguibaah: this implyes, that tactics in combat are reduced to some basic strategic orders, which have some sort of a sicor-stone-paper feeling for me. I shulrely hope, that there will be a 2D compleplayer controlled combat engine with "phase time".
by Rapunzel
Fri May 06, 2005 12:36 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14073

Ship design is the overriding factor in moo2 combat. There are no tactics involved that i have ever seen. Most of the so called 'strategies' that exist in Moo2 combat are in fact just cheesy exploits of gameplay mechanics, the classic and most extreme example being the timewarp facilitator / stasis...
by Rapunzel
Fri May 06, 2005 9:16 am
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14073

[...] The Moo2 style of combat (tactics and strategy are irrelevant - its all down to ship design) is just too depressing to contemplate - if the combat system is so empty of tactics/strategy that a retarded AI can still compete then automate it. MoO2 games are not empty of strategies. Tactics are ...
by Rapunzel
Wed May 04, 2005 10:39 am
Forum: Other Game Design
Topic: Ship Design --or-- Stock Ships
Replies: 52
Views: 8425

Well. It`s all about 2 things really: how much of a ship´s complexity will be useful, interesting in ship combat. If you have a simple combat system i`t doesn`t really need a complex ship design. And of course how much time and effort are we willing to spend in this. I agree with that. If we have a...
by Rapunzel
Mon May 02, 2005 1:56 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 14856

All right then. I go conform with your posting ;-)
by Rapunzel
Mon May 02, 2005 12:51 pm
Forum: Archive
Topic: Vandal protection
Replies: 20
Views: 22156

Allright, so I will leave such thinks up to you. using the diffs is a pain. :roll:
But I hope that this guy will get a live ...
by Rapunzel
Mon May 02, 2005 12:15 pm
Forum: Archive
Topic: Vandal protection
Replies: 20
Views: 22156

I just ran out of sparetime and couldnt revert comile etc.

Is there a faster way then using the dif files?
I rearly hope there is one.
goot day
Rapunzelchen
by Rapunzel
Mon May 02, 2005 7:35 am
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 14856

Re: The Basics of Ship Combat

what would be the absolute bare minimium people would be happy with in a combat engine for FO v1.0....if it were stripped down to it's very core, what would be the must-have defining features? A good old "Spaceward Ho!" style of combat would resolve the conflict, but wouldn't satisfy me. I want to ...
by Rapunzel
Fri Apr 22, 2005 12:00 pm
Forum: Other Game Design
Topic: Ship Character
Replies: 28
Views: 4179

The ideas seem to have nothing in commond, and target totally different asspects of the game, but have the same effect (the ship getting better)
If you do it on crew level you have to do it seperatly for each ship + a gereral modifier for race.
by Rapunzel
Thu Apr 21, 2005 8:36 pm
Forum: Design Archive
Topic: Public Review: v0.30 Nuts and Bolts
Replies: 50
Views: 42068

Maybe it's just me, but the link
http://www.freeorion.org/wiki/index.php ... quirements
just gives me a "NOT found" ... :?:
Is there another way to the desighndocument discussed here??
by Rapunzel
Thu Apr 21, 2005 8:29 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14073

I see a Loop-hole possibillity there: take a small ship, speed through enemy lines, fire with the three small lasers on the enemy. Now the three big Battelcrusers are at 25% shild eficienmcy (tok the numers from the initial post) when you fire from up front, so your Battlecrusers will simply sweep t...
by Rapunzel
Thu Apr 21, 2005 8:18 am
Forum: Archive
Topic: Vandal protection
Replies: 20
Views: 22156

This aproving posts in Wiki would work, but could impose the person who has to go through alle the changes with some real work, since a bot coudl easyly generate thousand of changes per secound. Now if you only allow 3 per 10 minutes only the bot will ever post and nobody else can (so this would loc...
by Rapunzel
Thu Apr 21, 2005 7:59 am
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14073

The proposal of Kharagh makes the distributed shild points from Dreamer more "Star Trek" like, but adds the userinteraction Kharagh (and many other) would have liked to avoid. As I remember MoO2 has both combined. A shild reduces damage by a certain percentage and takes same damage before the ship i...
by Rapunzel
Wed Apr 20, 2005 1:25 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14073

Having diferent shildtypes is a interresting thing, which could provide for a lot of tactics, but this could make comabt quite compicated. ... But I like the idea.
by Rapunzel
Mon Apr 18, 2005 8:59 am
Forum: Other Game Design
Topic: Ship Character
Replies: 28
Views: 4179

I don't know about ships, but I rearly like the idea of evolving the race you play to change there abilities. There coudk be several way's to get point - a Point every 5 turns - 20 Point sfor researching genetic engeniering Thereafter you could take pics like - infravision (20P) - Cameleon skin (42P...