Search found 102 matches
- Fri Mar 24, 2006 3:02 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16929
There is more than just a weapon that determines a ship. The tried and true method of choose hull, fit weapons, equipment, etc inside is the best way. You could also have the option of choosing the weapons, equipment etc and then taking a hull exactly equal to the room all the components take up. t...
- Fri Mar 24, 2006 2:55 pm
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 34056
@utilae The point for carriers required to be big is that LR should be a counter for them (in my RPS system). Your medium carriers that wipe LR would be a gamebreaker. - LR is superior vs large ships, moderate vs medium and useless vs small (can't hit from long distance, and up close they are too f...
- Fri Mar 24, 2006 2:38 pm
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77574
- Fri Mar 24, 2006 5:41 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77574
- Fri Mar 24, 2006 12:45 am
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16929
I'm liking the proposal of the past few posts...I have a solution. What the admiral wants is weapons. if we let the admiral pick them first, then one way to ensure that the space needed is available is to have a bunch of graphics depicting all the different sizes and shapes of ships (perhaps a colum...
- Fri Mar 24, 2006 12:15 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 34056
Personally, I'd like to make a simple rule: you can only have a single shield operating at a time, because if you have two of them, they could touch, invert, and blow your ship up. People can use shield capacitors and other technologies to make their shield more effective, and have more advanced ver...
- Thu Mar 23, 2006 1:36 pm
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 34056
- Thu Mar 23, 2006 1:28 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27645
I liked Mechwarrior 3 and 4, but my favorite was Mechwarrior 2. In MW2, you were a clan member, driving omnimechs--in other words, no specialized slots, just load the weapons onto whatever body part struck you. We, however, could use the Innersphere system, and recognize that certain weapons have to...
- Thu Mar 23, 2006 4:43 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 34056
one of the best ways to encourage multiple weapon types is by imposing two limitations on weapons: energy requirement, and space requirement. This won't work. Energy turns out to be the same as space. eg If a weapon requires alot of energy, it means you need some space for a better powerplanet to g...
- Thu Mar 23, 2006 4:38 am
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16929
- Thu Mar 23, 2006 4:09 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 34056
- Thu Mar 23, 2006 3:56 am
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16929
- Thu Mar 23, 2006 3:10 am
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 34056
one of the best ways to encourage multiple weapon types is by imposing two limitations on weapons: energy requirement, and space requirement. lasers take up very little space, but a lot of energy, so you can only mount so many of them. missiles take up very little energy, but a lot of space (for amm...
- Wed Mar 22, 2006 3:56 am
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16929
That strategy would be ideal if the AI could be that smart. Take an RTS game and tell the unit with more speed and range to attack and they don't quite have as much success. That's because they can't move and fire at the same time in an RTS game--they must stop to fire. A key limitation of the comb...
- Wed Mar 22, 2006 3:28 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77574