Search found 60 matches
- Mon Jul 21, 2008 10:48 am
- Forum: Other Game Design
- Topic: Spies
- Replies: 13
- Views: 2014
Re: Spies
Moo3 wasn't even that good iirc, even with a gigantic (200 planet) empire I could only crank them out every 4 turns. However.... :twisted: I did have an idea relating to this. First, the manner of spy placement is irrelevant to my concept. Planets have meters, right? How about a "spy network&qu...
- Mon Jul 21, 2008 10:34 am
- Forum: Other Game Design
- Topic: Ship health/damage modelling
- Replies: 44
- Views: 8882
Re: Ship health/damage modelling
Something which just occurred to me: Fighters should probably do more 'crippling' damage than missiles or beams. Put in context: Weapon Types.PNG That is, fighters don't actually deal very much damage, but because they tend to get very close they're relatively accurate and can intelligently select t...
- Mon Jul 21, 2008 8:54 am
- Forum: Top Priority Game Design
- Topic: Design: Detection and Visibility
- Replies: 76
- Views: 52377
Re: Design: Detection and Visibility
I disagree. The high resource cost of ships, the decrease in combat effectiveness any stealthy ship will suffer (if there is no tradeoff, it is not a strategic decision,) and the strong possibility of technological seesawing will likely make it rare. Most players tend not to plan for retreat, so tha...
- Mon Jul 21, 2008 8:51 am
- Forum: Top Priority Game Design
- Topic: Revision: Money vs. Social Control
- Replies: 28
- Views: 24332
Re: Revision: Money vs. Social Control
How about, "Political Clout"? Or possibly just "Clout" That is, after all, what it seems to be intended for. For example, the U.S. uses money to generate political clout, but it's the clout that lets us do things or influence people. I agree that the two can be considered synonym...
- Mon Jul 21, 2008 8:24 am
- Forum: Top Priority Game Design
- Topic: Design: Detection and Visibility
- Replies: 76
- Views: 52377
Re: Design: Detection and Visibility
Heavily edited by Geoff -- If detection is always a [Sensor Range - Stealth quality] = Visibility Range question, it limits the tactical and strategic utility. Two simple examples: 1. Strategic: Stealthed fleet heading to raid/do espionage on an important world. As soon as it comes close-ish to the...
- Mon Jul 21, 2008 5:19 am
- Forum: Other Game Design
- Topic: Ship Experience / Crew Experience
- Replies: 93
- Views: 10514
Re: Ship Experience / Crew Experience
Unless we're planning on adding an entire tactical fleet warfare simulator shell, per-ship manipulatable experience is a bad idea. If you really want to get precise, use multiple levels that are invisible to the user, or at least translated into real-worldish terms. Variables -- "SH" Ship ...
- Wed Jul 16, 2008 10:12 am
- Forum: Other Game Design
- Topic: Ship Experience / Crew Experience
- Replies: 93
- Views: 10514
Re: Ship Experience / Crew Experience
1. As amusing as it was in Moo, per-ship experience is just silly in any game involving an empire. If you were a space pirate, sure, but with a galactic military machine, not so much. 2. As well as being a bad idea in terms of gameplay, gaining XP only as the result of damage done or won battles is ...
- Wed Jul 16, 2008 9:40 am
- Forum: Other Game Design
- Topic: Ship health/damage modelling
- Replies: 44
- Views: 8882
Re: Ship health/damage modelling
Also, other than UI formatting there is no compelling reason NOT to include multiple variables for different systems. The amount of memory needed to store all of the meters I mentioned for a gigantic, epic space battle is still probably less than 50% of the graphics memory used to actually render th...
- Wed Jul 16, 2008 9:31 am
- Forum: Other Game Design
- Topic: Ship classes (space combat)
- Replies: 8
- Views: 1932
Re: Ship classes (space combat)
There is definitely a certain logic to assigning a general archetype and having it affect the attributes of a ship. For example, carriers aren't usually as heavily armed or durable because they have to allocate a lot of internal volume to their small craft and accompanying maintenance and crew area....
- Wed Jul 16, 2008 9:11 am
- Forum: Other Game Design
- Topic: Ship missions
- Replies: 14
- Views: 2285
Re: Ship missions
Unlike unit movement in games like Starcraft and Warcraft, having a gaggle of randomly selected ships assault should be (and is in reality) suicide. From a gameplay perspective, something similar to MOO3's fleets (but *much* more forgiving and customizable) would 1. make combat make a lot more sense...
- Sat Jul 12, 2008 11:16 pm
- Forum: Other Game Design
- Topic: Ship classes (space combat)
- Replies: 8
- Views: 1932
Re: Ship classes (space combat)
The problem with generalizations like that would be that they eliminate player design decisions somewhat. Players should be able to make their own decisions based on their preferences.
- Sat Jul 12, 2008 11:14 pm
- Forum: Other Game Design
- Topic: Improve production view
- Replies: 2
- Views: 1326
Re: Improve production view
Although not precisely on topic, it would be rather cool to be able to create some kind of template or blueprint that your planets would automatically fulfill as able based on their classification(s). Especially for fleet creation. It wouldn't create a fleet automatically, but build ships in keeping...
- Sat Jul 12, 2008 10:57 pm
- Forum: Other Game Design
- Topic: Fighter missions
- Replies: 33
- Views: 5737
Re: Fighter missions
I would pipe up here with a reminder that the actual complexity of a system is immaterial, so long as the apparent complexity is low enough to be within FO's ideals. Also, the more logically or sensibly they behave, the less players will feel the need to micromanage them, even if the actual AI syste...
- Tue Jun 17, 2008 4:46 am
- Forum: Other Game Design
- Topic: Ship health/damage modelling
- Replies: 44
- Views: 8882
Re: Ship health/damage modelling
Not what I meant--all ships constructed with that type of armor would have roughly similar deflection thresholds. The size of the ship would have relatively little to do with it. The mass devoted to armor would affect it somewhat, but primarily it would be material. Small ships would have the advant...
- Sat Jun 07, 2008 8:07 am
- Forum: Design Archive
- Topic: Combat: Non-Ship Objects
- Replies: 90
- Views: 59606
Re: Combat: Non-Ship Objects
You only really need to design the pattern once. Not per planet. This counters the microing, because you never micro on a per-planet basis, only on an empire scale. Not only would it add flavor, but also provide possible weaknesses to exploit. This would be something that would require balancing work.