Search found 13460 matches
- Wed Sep 29, 2004 8:42 pm
- Forum: Graphics
- Topic: production and research UI screen
- Replies: 57
- Views: 18242
- Wed Sep 29, 2004 8:36 pm
- Forum: Other Game Design
- Topic: Brainstorming Building, tech, specials
- Replies: 41
- Views: 8218
- Wed Sep 29, 2004 4:20 pm
- Forum: Graphics
- Topic: production and research UI screen
- Replies: 57
- Views: 18242
1 - select item to build (maybe x5, x10, ...); maybe in groups (buildings/ships/...) 2 - select location where it should be placed afterwards (buildings=> planet, ships => shipyards (for now planets)) To be clear, is the plan: a) player selects item to build. item builds... finishes. after item fin...
- Wed Sep 29, 2004 4:15 pm
- Forum: Other Game Design
- Topic: Cliff notes: Economy, techs, and buildings
- Replies: 18
- Views: 3099
So not just improving the bonus and reducing the penalty, but giving a greater diversity of benfits from the single building, giving them more character later in the game. Is reduced penalties really a good idea / necessary? I wouldn't have thought we'd want to get into situations where any given b...
- Tue Sep 28, 2004 11:03 am
- Forum: Other Game Design
- Topic: designed nature of exploration
- Replies: 51
- Views: 15088
Threadhopping... Perhaps binary stars / brown dwarf systems could have some really cool secret you need to discover - you would have to send a lot of scouts or science ships and keep them there in the system for many turns to discover what's hidden (if anything). This could lead to some interesting ...
- Mon Sep 27, 2004 8:46 pm
- Forum: Design Archive
- Topic: Tech Categories List
- Replies: 114
- Views: 76999
- Mon Sep 27, 2004 2:26 pm
- Forum: Design Archive
- Topic: Tech Categories List
- Replies: 114
- Views: 76999
- Sun Sep 26, 2004 10:44 pm
- Forum: Other Game Design
- Topic: Space Combat (madness)
- Replies: 209
- Views: 30689
If combat didn't span multiple turns then multiplayer wait would be more of an issue. The idea is that combat will be so quick that it would never be necessary to span it over multiple turns... Even if there were half a dozen huge fleets, everything would be resolved in a giant blaze of explosions ...
- Sun Sep 26, 2004 10:39 pm
- Forum: Other Game Design
- Topic: Neutron stars, pulsars, and black holes
- Replies: 3
- Views: 1582
Re: Neutron stars, pulsars, and black holes
Of course, in FO 0.2 neutron stars and black holes are treated exactly like every other star, but is this going to change? ... As for black holes, I haven't seen any wormholes in 0.2, maybe black holes could be wormhole systems? Various things have been proposed, but none decided officially. drek w...
- Sun Sep 26, 2004 10:30 pm
- Forum: Design Archive
- Topic: Tech Categories List
- Replies: 114
- Views: 76999
- Sun Sep 26, 2004 7:27 pm
- Forum: Other Game Design
- Topic: Solar System Origin
- Replies: 7
- Views: 1764
Depth could be simulated by assigning an given number of lightyears between stars regardless of graphical proximity on the map, although a turnable 3D rendition would of course be prefered in the interest of clarity and orientation. There will almost certainly not be a rotatable 3D map, and I very ...
- Sun Sep 26, 2004 5:34 pm
- Forum: Other Game Design
- Topic: Solar System Origin
- Replies: 7
- Views: 1764
- Sun Sep 26, 2004 11:56 am
- Forum: Design Archive
- Topic: Tech Categories List
- Replies: 114
- Views: 76999
I don't really like basing all the tech categories around the meters. Nor do I. There isn't really much in the way of ship or millitary categories in your latest list. Where are weapons, engines, etc. I think the plan is to only decide the economic / production categories right now. The ships stuff...
- Sun Sep 26, 2004 2:28 am
- Forum: Other Game Design
- Topic: Space Combat (madness)
- Replies: 209
- Views: 30689
As the designer of system combat, I can assure you my orginal thoughts were of combining tactical combat and multiple ground campaigns, to reduce the amount of player timer required to fully resolve the conquest of a system. I've devised methods to do almost the same thing with scenic combat, thoug...
- Sat Sep 25, 2004 9:15 pm
- Forum: Other Game Design
- Topic: Thoughts on a Political Minigame
- Replies: 40
- Views: 8553
Can you write a full complete system? [...] Gameplay examples and descriptions are fine and such, but it tells me nothing how it will work. Right now we're discussing what sorts of things should or shouldn't be involved in the politics / faction systems, in a brainstorming context. Gameplay example...