Search found 244 matches

by krum
Thu Oct 07, 2004 12:57 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

That's my point, I don't want to limit the time a player can spend giving orders once he pauses the battle. Or maybe fix it to some value that long enough but not too much. It might be best to have some default value but let the player(s) set it themsel(ves), or disable it. Accumulation of pause tim...
by krum
Thu Oct 07, 2004 8:11 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

well, actualy most of this is ideas i treid to get across back on the old forum, WAY back, like january or something...it was not very well recieved back then. Sorry, I must've forgot, it was a long time ago... Well, the ideas are pretty similar, only I really don't know if the player should be for...
by krum
Sun Oct 03, 2004 1:50 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 17660

My last post wasn't completely thought-out, so here's the options that I see. 1) PP's get pooled to other systems, whether with or without a delay and/or a penalty. Suboptions: 1a) We make game mechanics such that it is more convenient for the player to have a multitude of shipyras across the empire...
by krum
Sun Oct 03, 2004 10:30 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 17660

It would be convenient if there is a logarithmic increase in the capacity for a linear increase of the cost of building a shipyard. In effect, it would only be worth building two smaller shipyards instead of one bigger if you can't afford to wait long enough (with the ratio of the given PP output to...
by krum
Fri Oct 01, 2004 3:51 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

discord: I suggested smething similar at the fourth page: http://www.freeorion.org/forum/viewtopic.php?p=15002&highlight=#15002 However, I wouldn't like a time instead of instances of pausing rechargeing for giving orders, anything that makes you haste in giving orders other that the patience of the...
by krum
Wed Sep 29, 2004 7:53 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

You know, with the phased approach to battles, the only limiting factor on the speed of batle execution is the player should notice what's actually going on. So the execution phase should always take less time than the orders phase in a phased system, equal amount of time in the worst case.
by krum
Sun Sep 26, 2004 12:14 pm
Forum: Other Game Design
Topic: Thoughts on a Political Minigame
Replies: 40
Views: 6850

But if the player needs factions to defend against enemy factions, he is face with an important gameplay choice: a: Support no factions, and watch as your empire is slowly devored by foreign factions. Force of arms against the sponsors of these foreign factions would be the only defense. b: Support...
by krum
Sat Sep 25, 2004 9:31 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

i'd take complex combat ahead of eyecandy... but above all, good UI.
by krum
Sat Sep 25, 2004 8:27 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

I just want to clarify whether your understading of phased real time combat is the same as mine. Phased real time is not really being able to pause in battle. But more you have two phases. The give order phase comes first, where all players give orders for their ships at the same time. When all pla...
by krum
Fri Sep 24, 2004 4:19 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

I had an idea about how to perhaps improve the concept of phased combat. Essentialy, it involves player getting the ability to pause the battle for orders at given intervals of battle execution time, whose lengths depend on a number of factors, including experince of the crews and the level of his c...
by krum
Fri Sep 24, 2004 4:00 pm
Forum: Other Game Design
Topic: Thoughts on a Political Minigame
Replies: 40
Views: 6850

Also, Impaler, we can still present the player with a quantitative/graphical representation of the influence of various factions, on an imperial scale at least. For every planet that the faction has presence, assume a quarter of the population has strong convictions about it, half if it's dominant.
by krum
Fri Sep 24, 2004 7:25 am
Forum: Other Game Design
Topic: Thoughts on a Political Minigame
Replies: 40
Views: 6850

How about, an empire can have an arbitary number of facitons, but a planet can have no more than three with a noteable presence, of which only one may, or may not (even if no other factions are present), enjoy the status of "dominant". Also there will be the possibility of a planet having no faction...
by krum
Thu Sep 23, 2004 3:51 pm
Forum: Other Game Design
Topic: Thoughts on a Political Minigame
Replies: 40
Views: 6850

I'm also hoping that the whole faction system can be integrated with culture, espoinage and regional autonomy / trade issues. Thus there would be an opponent (the other empires), and if you're not careful, some of your planets could seceed and become new opponents ... (or just join the other empire...
by krum
Thu Sep 23, 2004 11:18 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 24792

Impaler, you haven't played Star Control 2? Here's a link to a demo. I guess we'll hear from you in a few weeks again? :)
by krum
Thu Sep 23, 2004 9:08 am
Forum: Other Game Design
Topic: Thoughts on a Political Minigame
Replies: 40
Views: 6850

None of this ever made it into MoO3, it was actually the first thing ot get scrapped, even before 1 April. Oh, and hey, I'm back :) I think that the system as it was to be implemented in MoO3 is generally OK, of course we'll have to branstorm and tweak it to our liking. This "promices" system in the...