Search found 102 matches

by ewh02b
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...
by ewh02b
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...
by ewh02b
Fri Mar 24, 2006 2:38 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77574

Zpock wrote:Every good story needs a hero, and a villain...
good point. But why a hero ship (nameless crew?), instead of a hero captain?

still have to hear from magus.
by ewh02b
Fri Mar 24, 2006 5:41 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77574

What bothers you about hero ships?

On the other hand, why should we bother with hero ships?
by ewh02b
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...
by ewh02b
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...
by ewh02b
Thu Mar 23, 2006 1:36 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 34056

@Erik: Hey, I'm Eric! the problem with that system is that there's no reason for a ship to "randomly" upgrade to a different weapon. My suggestion would be, if you want that to happen, then have the ship captain or crew gain experience. The experience could be in random areas (manuverabili...
by ewh02b
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...
by ewh02b
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...
by ewh02b
Thu Mar 23, 2006 4:38 am
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 16929

under Krikk's idea, we wouldn't have ship sizes so much as we would have engine sizes. is that basically the idea? Nooooo...... The idea is that ship sizes are actually size RANGES... I was oversimplifying, but that's the unintended consequence of your proposal. If I can take a "frigate" ...
by ewh02b
Thu Mar 23, 2006 4:09 am
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 34056

Actually I don't think we Want to encourage multiple weapon types on the same ship. Why not? By providing a 2D tradeoff like I mentioned, or possibly even a 3D tradeoff between weapon classes, it promotes a diversity of weapons. If you only have "energy" as a constraint, for example, then...
by ewh02b
Thu Mar 23, 2006 3:56 am
Forum: Other Game Design
Topic: ship technology
Replies: 92
Views: 16929

under Krikk's idea, we wouldn't have ship sizes so much as we would have engine sizes. is that basically the idea?
by ewh02b
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...
by ewh02b
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...
by ewh02b
Wed Mar 22, 2006 3:28 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 77574

@solidcordon: I like it. Why don't we go all the way, and make the game sorta like Dungeons & Dragons? I'll state the basic princicples: 1. surprize round: one player basically gets a free shot at the enemy, with the enemy's guard being down. 2. main rounds: the player with the highest rank (or ...