Search found 383 matches
- Wed Dec 08, 2004 6:47 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Construction Category
- Replies: 42
- Views: 16678
Here are the rules, they should be easy to follow. We are to come up with construction techs. A construction tech is basically infrastructure that allows a planet to develop past its current limit. This means these techs will define the "pace" of the game. Thus it is VERY important that we are caref...
- Wed Dec 08, 2004 5:53 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Learning Category
- Replies: 99
- Views: 24374
I assume that learning will also be the category that will allow tech to procede faster? i.e. If I have a tech that takes 500 RP for 10 turns, then I should be able to research a tech that allows tech to procede at 1000 RP for 5 turns. In moo1 the amount of research done was 8 times per pop unit. Al...
- Thu Dec 02, 2004 4:33 am
- Forum: Off-Topic
- Topic: Riddle ;-)
- Replies: 106
- Views: 19563
- Wed Nov 24, 2004 5:57 am
- Forum: Other Game Design
- Topic: Large Empires-How they break apart
- Replies: 94
- Views: 16956
I think the best way to prevent a run away snowball effect thing is to cap it by technology. Of course at the end of the tech tree the cap will be gone. However in the early middle and late game there should be some transition techs. THese are a group of techs that allow your empire to grow larger/f...
- Wed Nov 24, 2004 5:43 am
- Forum: Other Game Design
- Topic: What is the deal with starlanes?
- Replies: 106
- Views: 13691
- Fri Nov 19, 2004 8:06 am
- Forum: Other Game Design
- Topic: many ships or fewer ships?
- Replies: 128
- Views: 14205
- Fri Nov 19, 2004 8:01 am
- Forum: Other Game Design
- Topic: Hull design
- Replies: 22
- Views: 3950
I do kind of like the idea of defining an airframe for the ships. Sphere: maximum surface area/volume Lots of guns/missiles etc. minimum manueverability/speed Typically very large (battleships, dreadnoughts, doom stars). Wedge/cone: Spinal Mount Cannons. Manueverability and speed. typically for manu...
- Tue Nov 09, 2004 7:32 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 26857
The questions we should be trying to address is how the overall mechanics will work out , then come up with neat ideas as to how to accomplish it. The name of a shield is unimportant. Any special cases you want the shiled to have are unimportant. What IS important is that shields will stop damage. ...
- Fri Nov 05, 2004 7:23 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 26857
Ranos. I want their to be something else besides just Armor for the HP of a ship as well. However that is beyond the scope of the thread. The point of this thread is not to come up with a complete combat system. It is to come up with the general rules, with zero numbers. Just the overview of how it ...
- Fri Nov 05, 2004 1:56 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 26857
Impaler: Its not good if the player has complete control over all aspects of their ships. It is almost impossible to balance and makes building a ship more complicated then it needs to be. Instead of letting the player create any kind of shield he wants we just present the player with shield classes...
- Thu Nov 04, 2004 8:53 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 26857
I think shields and armor should work something like this. Certain armors are good against certain types of damage. Bad against other types of damage. Act as the hit points of a ship. Nullifys an amount of damage depending on the tech level of the armor. More if the armor is "good" against the weapo...
- Mon Nov 01, 2004 2:45 pm
- Forum: Other Game Design
- Topic: There should be sliders for adjusting industry points.....
- Replies: 12
- Views: 2259
No sliders. Large discussion between Nightfish and I and a few of the other members, early in the project. So if you want something like what you are proposing think of a more interesting way of presenting it. Though really I'm not sure of what the point of variable fleet costs would be. Would it be...
- Fri Oct 29, 2004 5:03 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 26857
Ranos, the confusion about your energy advanced energy stuff is why you just need a generic name. Type A weapons, Type B weapons etc. Shields need to be considered differently from armor because they aren't just another armor on the outside of the ship. They are something different altogether. Thus ...
- Thu Oct 28, 2004 6:52 am
- Forum: Other Game Design
- Topic: A complicated spy system
- Replies: 24
- Views: 3711
- Wed Oct 27, 2004 11:14 pm
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 26857
So bascially your counter system Ranos breaks down into, 5? types of damages. But one is not actually a damage type, wouldn't explosive be unrelated to the damge type but be factored in with other stuff. I'm not sure how to deal with explosive damage. Why is it different than kinetics? So you have 4...