Search found 313 matches

by Nightfish
Fri Aug 01, 2003 6:36 am
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 64525

The idea of setting an upper limit for starlanes is very good. If we made it purely random things would look really weird. One more thing I'm worried about is this: What if a starlane links A to B but C is in between those two but not linked to either of those? Can we somehow head off weird looking ...
by Nightfish
Thu Jul 31, 2003 9:06 pm
Forum: Graphics
Topic: Boxes
Replies: 15
Views: 3931

The Silent One wrote:Also, we should make a decision which will be the "lead color" of the game - I myself favour blue :wink: .
I tend to agree. Blue is the color I associate with MoO for some reason. No idea why, though.
by Nightfish
Thu Jul 31, 2003 6:58 pm
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 64525

Two more things we need to know about Starlanes, then I guess this one is ready for public review: How long are Starlanes? Can they span the entire galaxy or do they connect to the nearest stars first and then the next nearest, and so on. Is the number of Starlanes per system completely random, mean...
by Nightfish
Thu Jul 31, 2003 6:51 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

Well, as I've said before I'd like us to make the fundamental decisions about our game early on. Well, or as early on as is still possible. Personally I don't see why that would be a bad idea. It helps us concentrate our efforts better and prevents us from wasting a lot of design time on stuff we'll...
by Nightfish
Thu Jul 31, 2003 6:47 pm
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 64525

It simply makes no sense. If I can map space myself and thus create my own starlanes I can essentially connect every star to all other stars. This is a) annoying micromanagement and b) it destroys the purpose of starlanes.
by Nightfish
Thu Jul 31, 2003 2:56 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

When will we decide the basics of stuff like that? Is this something we can do along with this design backbone we were talking about on IRC the other day?
by Nightfish
Thu Jul 31, 2003 1:58 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

If you start seriously losing a war, they might consider breaking the bond and becoming independent. This is what I was concerned about. "Becomming independent" implies that they had joined before and can decide to leave again. This is nothing I would want to see. I don't want my colonies breaking ...
by Nightfish
Thu Jul 31, 2003 12:11 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

I'm not sure we want to make things quite that complicated. Remember this board game thing? So, they might join but they might leave again... That's too vague for me and could make for serious frustrations in case you depend on their system. I don't favor a system that makes glassing minor races' pl...
by Nightfish
Thu Jul 31, 2003 11:09 am
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 64525

1. Automatically.

2 and 3 don't apply. If you could map the routes yourself the terrain effect we're trying to create would be completely negated and we might as well not have starlanes.
by Nightfish
Thu Jul 31, 2003 8:48 am
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

For me the purpose of minor races would be to add a little to the atmosphere and to add a little to gameplay. I don't think they should play a really major role, but would appear as a planet specials. Minor races probably would be incapable of FTL travel and thus be stuck on their planet. On enterin...
by Nightfish
Thu Jul 31, 2003 8:37 am
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 64525

Alright, if we don't have to keep that ratio constant for the sake of the AI, do we want to keep it that way for the sake of gameplay? I'd prefer it that way because it gives you something definite. Offroading always sucks at the same level so I don't have to reevalute the situation with every new t...
by Nightfish
Wed Jul 30, 2003 7:49 pm
Forum: General Discussion
Topic: Announcements
Replies: 1
Views: 1682

I'm pretty sure it doesn't highlight because of the lock. Unfortunately we seem to need that lock. The best solution might be to bump this thread everytime there is something new around. That's probably tedious but as I won't be making announcements...
by Nightfish
Wed Jul 30, 2003 7:42 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

Unless some of the devs of moo3 chime in we can only speculate at that. Also nothing prevents us to come up with our own concept of minor races.
by Nightfish
Wed Jul 30, 2003 7:28 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

That wouldn't make sense unless you add something else. If I wanted two times the power I could just add another weapon. Like two fusion beams instead of one.
by Nightfish
Wed Jul 30, 2003 7:15 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8818

There will always be mistakes to make. Do I build ships or do I continue improving my colonies? Do I research weapon techs or something more civil? So long as the player can make choices there'll be mistakes to make. We don't need to give pseudo-options like a modifcation making a weapon 4 times lar...