Search found 13460 matches

by Geoff the Medio
Wed Sep 29, 2004 8:42 pm
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 18242

First I need to know is it possible to reserach a project slower then the maximum rate. Hey. Regarding the Hears of Iron tech style "X / turn for Y turns" spending on build projects, is the X a limit or a requirement (and limit)? If the latter, does a project stall or fail if X isn't met ...
by Geoff the Medio
Wed Sep 29, 2004 8:36 pm
Forum: Other Game Design
Topic: Brainstorming Building, tech, specials
Replies: 41
Views: 8218

We can't use percentages in the current version.... To be clear, percentage as modifications to values cannot be used, but percentages should (I think) be usable to indicate the chance that something will happen. So "10% chance of causing Grey Mass Incident" is fine, but not "-5% pro...
by Geoff the Medio
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...
by Geoff the Medio
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...
by Geoff the Medio
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 ...
by Geoff the Medio
Mon Sep 27, 2004 8:46 pm
Forum: Design Archive
Topic: Tech Categories List
Replies: 114
Views: 76999

what is space based industry anyway and how is it different from planetary industry? Mainly that one of them is on planets, and the other is in space... :roll: than what kind of techs does a "space-industrial" category contain Techs relating to industry in space. "Industry" is u...
by Geoff the Medio
Mon Sep 27, 2004 2:26 pm
Forum: Design Archive
Topic: Tech Categories List
Replies: 114
Views: 76999

Anonymous (drek?): Indeed, realism in of itself is of no consequence, but having techs located in categories that make sense together intuitively, (that is, are preceived as "realistic") would actually help the player find a particular tech. To me, it doesn't make sense to have mining in a...
by Geoff the Medio
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 ...
by Geoff the Medio
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...
by Geoff the Medio
Sun Sep 26, 2004 10:30 pm
Forum: Design Archive
Topic: Tech Categories List
Replies: 114
Views: 76999

To me industry and mining are economic, as they help improve your economy by building things, buildings or ships, etc. I don't understand this position. To me, "Economy" in FO is measured by the economy/commerce/ money meter on a planet. This has little or nothing to do with how many mine...
by Geoff the Medio
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 ...
by Geoff the Medio
Sun Sep 26, 2004 5:34 pm
Forum: Other Game Design
Topic: Solar System Origin
Replies: 7
Views: 1764

I'm not sure if it's relevant or not, but there was discussion about generating the galaxy map using a stencil image. The "map maker" would design a map by marking regions as having or not having (or some probability of having) stars. When loaded, the map would be randomly filled in with s...
by Geoff the Medio
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...
by Geoff the Medio
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...
by Geoff the Medio
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...