Search found 441 matches

by guiguibaah
Mon Dec 05, 2005 4:16 pm
Forum: Other Game Design
Topic: Ship Size Classes
Replies: 31
Views: 7142

size and class

Why not go with a numerical system, say "Mark1"? Your fighters are Mark1's. Bombers Mark3's Corvettes Mark 50's Frigates Mark 100's Cruiser Mark 500 Space Monster Mark 80,000 DoomStar Mark 100,000 Unknown Derelict Anomaly Mark 400,000 So whatever the ship name / class / etc.. we have a num...
by guiguibaah
Tue Nov 29, 2005 6:01 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77550

Balances

In other words, what do we do to prevent people from Turtling? Pick any Free-for all game and unless there is an incentive to go out and attack, the winner is usually the one who stays behind a strong defence, lets the others fight it out, then mops up with tehnologically superior forces. Name the g...
by guiguibaah
Tue Nov 22, 2005 6:12 pm
Forum: Audio
Topic: Optional music/sound "theme packs"
Replies: 18
Views: 20951

Audio Events

I think that the level of Audio experience will depend on the design of the game it is built on. Here's a few examples I drew up on... Doom3 uses barely any music, and the music that it does have is not as recognizeable and/or signature-riffic in a way. Instead, there is a lot of emphasis on the sou...
by guiguibaah
Mon Nov 21, 2005 6:19 pm
Forum: Other Game Design
Topic: Multiplayer interaction incentives
Replies: 25
Views: 5509

Mutually exclusive wonders.

One thing I found a bit annoying in CIV was when I would be constructing a wonder in a race to completion with 2 other opponents and lose. One would finish the wonder, dealing I and the other player a huge blow. Not only had they completed a wonder and now have access to special bonuses, they have b...
by guiguibaah
Thu Nov 17, 2005 5:48 pm
Forum: Other Game Design
Topic: DefStations
Replies: 8
Views: 1695

Re: Forget what thread it is in

[/quote]Eh? But that doesn't make sense - the whole point was to have ships without FTL drives, which are therefore cheaper and less complex, so they're good for defense. If they're going to travel from star to star, that's what your regular fleets are for. Right? I know that "Realism is no exc...
by guiguibaah
Wed Nov 16, 2005 6:33 pm
Forum: Other Game Design
Topic: DefStations
Replies: 8
Views: 1695

Forget what thread it is in

Somehwere lost in the threads there was discussion of expanding the system defence ship to a planetary wonder. You make the wonder on system A, and it covers it and any neighboring systems by sending system defence ships to neighboring systems under attack. So you don't have to build the "syste...
by guiguibaah
Wed Nov 09, 2005 5:49 pm
Forum: Other Game Design
Topic: The Merchant Marine
Replies: 79
Views: 37653

I'm fairly new here, so forgive me for a n00b question. Does FreeOrion allow fleets to sit in deep space? If so, sitting in a starlane should result in a partial blockade on all the systems connected to that starlane. That depends on how you define "deep space" Currently how the game works...
by guiguibaah
Tue Nov 01, 2005 8:52 pm
Forum: Other Game Design
Topic: The Traits of a Populous
Replies: 20
Views: 3464

War related empires

So true - there were many Moo2 games I've played where I REALLY didn't want to get into a war with a 2nd race, because I knew that while doing so, the 3rd and 4th race would quietly gain technologies behind my back and beat me even if I did win the war against the 2nd race. The end result was that I...
by guiguibaah
Thu Oct 27, 2005 5:13 pm
Forum: Other Game Design
Topic: Terraforming and different species
Replies: 27
Views: 4149

Anyway, my original point was that if you had two planets, one populated with race A, and the other populated with race B, the player could build colony ships with either of those races on them, and a colony founded with a colony ship would have the race of the planet that build the colony ship. Ye...
by guiguibaah
Wed Oct 26, 2005 1:08 pm
Forum: Other Game Design
Topic: Terraforming and different species
Replies: 27
Views: 4149

Moo2 does

- True, although Moo2 sets "terran" environments as optimal for all races. - If micromanagement is a concern, you could try this approach: Different racial populations give different racial bonuses. IE: Psilons offer a +10 to research on the planet they are on, Sillicoids have a +5 to poll...
by guiguibaah
Fri Oct 21, 2005 5:40 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30828

Idea for ship combat. Period Warfare.

I was reading today's Wikipedia Entry at en.wikipedia.org about the "battle at Trafalgar" where a small well-trained fleet of english ships defeated a large fleet of spanish and french ships. Most of the description in these large ship to ship battles showed that even a crippled ship could...
by guiguibaah
Wed Oct 19, 2005 5:18 pm
Forum: Other Game Design
Topic: Galaxy Size and Tech Costs
Replies: 64
Views: 9706

In Moo2

Moo2 had the same effect Geoff is talking about - where due to the small galaxy size you won't be able to amass as much global production in one spot. What we used to do in Moo2 was - to alleviate micromanagement, we would switch all our planets to produce trade goods. Then, at the beginning of each...
by guiguibaah
Thu Oct 13, 2005 1:52 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77550

Just my two cents

I don't want to post too much in this thread, to allow other views to emerge... However I did want to say that (as mentioned above) if there is phased time or turn based combat, it would be a real nice touch if, during the pause, time actually happenened in real-slow-motion bullet time... To give th...
by guiguibaah
Thu Oct 06, 2005 5:29 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77550

Epic Feel

Aquitaine, what is your definition for "Epic Feel"? The more I read this thread, the higher and higher the ships in combat seem to get. (Latest count I read was max of 50,000 ships). My concern is that if you want to be able to fully experience the battle from the ship's perspective for th...
by guiguibaah
Mon Oct 03, 2005 5:56 pm
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 63161

An idea

(for those who wish to skip to the answer, please thread to the bottom) A great example could be Starfleet Command. Your ships were durable. Big ships (like a Klingon Battlecruiser) had lots of armor. Small ships (like a Starfleet Frigate) were much harder to hit and had better speed. You had tactic...