Search found 643 matches
- Sat Dec 10, 2005 2:25 am
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7484
What I am wondering though, if we want to make big ships slow, and small ships fast, we could do it by using the ships mass to determine how many enigines are ship needs to reach a certain speed. So a small ship needs 1 engine to reach FTLx4, while a big ship needs 4 engines. What do you think. Wou...
- Fri Dec 09, 2005 7:30 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
I think you are just imposing arbitrary restrictions on how space can distributed, which in the case, a moo1 style from the way I mentioned is better. There is no additional rps, aside from the natural rps in your system. The idea was to build it similar to planet focus. In the case of small ships ...
- Fri Dec 09, 2005 4:55 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
Note that in your example, it is an one weapon ship. The rule, as it stands atm, only applies for weapon, which was agreed was the focus for rps. That does not mean we can't apply the rule into all elements of a ship design, meaning you can have multiple copies of engine for faster ship AND multipl...
- Fri Dec 09, 2005 4:32 pm
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7484
Well, gameplay reason isn't necessary if everyone wants big = slow, and small = fast. Even if the battle takes place in a system, it's the beams weapons and missiles that doing the damage. The ships don't have to move at speeds greater or around light. Of course, that's realism. As for gameplay, asi...
- Fri Dec 09, 2005 2:27 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
The item with the greatest quantity would get charged at a more economical rate if the quanitity is higher, eg 2 @ 5, 5 @ 7, etc. I have a couple of real problems with this 'bulk buying discount' system. (1) It will make small ships uncompetetive. (2) It will encourage really boring designs with sh...
- Thu Dec 08, 2005 6:27 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
- Thu Dec 08, 2005 4:58 pm
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7484
you forgot inertia so large ship = less agile, accelerates slower given the same thurst so the average velocity is lower. 1) under this universe, any objects can travel up to c if it was accelerated below c. However, warp engines are different. You have to ask the military for that information. 2) ...
- Thu Dec 08, 2005 4:50 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
- Thu Dec 08, 2005 4:23 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
@ sapphire Your system might work. I like its simplicity. Although I see one big problem: our tech design is that techs rarely go obsolete. The techs is reduced in overall effectiveness, but still has a niche. For example, phase shield gives your 4 defense points but gives 10 in nebula, compared to ...
- Thu Dec 08, 2005 1:05 am
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7484
you forgot inertia so large ship = less agile, accelerates slower given the same thurst so the average velocity is lower. 1) under this universe, any objects can travel up to c if it was accelerated below c. However, warp engines are different. You have to ask the military for that information. 2) y...
- Wed Dec 07, 2005 4:09 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
there are too many combinations of ship design to have a table of bonuses for ship optimization. A list of bonuses for the player to chose some combinations seems worst than role bonuses. why don't we use my system? when the player go to ship design menu, he sees slots basic elements that goes into ...
- Wed Dec 07, 2005 7:22 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
It's simple, gives us a boost in rps, cleaner GUI, and less table memorization and optimization. What's RPS? And how does it give a boost? How does it make a cleaner GUI? ship design will more likely to have roles. so you might design a missile frigates, which is good against capital ships, but bad...
- Tue Dec 06, 2005 7:03 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
what did you say the advantages were? It's simple, gives us a boost in rps, cleaner GUI, and less table memorization and optimization. and The mentioned system pushes the player to follow the predefind template to get as many bonuses as they can (because the enemy will have them). prevents abuse of...
- Tue Dec 06, 2005 6:02 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17406
Great point. I agree with dreamer. predefined table bonus for a specific template is also bad also from that point of view. I think we should just do a simple rule that the more duplicate you have of an item, the cheaper or less space it takes. It's simple, gives us a boost in rps, cleaner GUI, and...
- Tue Dec 06, 2005 5:40 pm
- Forum: Other Game Design
- Topic: Mega Carriers
- Replies: 22
- Views: 3984
Having one 'engine' rather than an engine on each ship. see example. Below I have both methods, a mega carrier and two small ships carried within and Just having a Large ship and two Small ships with best engines. Mega Carrier carrying 2xSmall Ship. This method will have less weapons, but the cost ...