Search found 104 matches

by haravikk
Sun Jun 20, 2004 10:58 am
Forum: Other Game Design
Topic: Ship Hull Variety
Replies: 16
Views: 3751

I think that ship characteristics should maybe be race specific rather than specific to the ships themselves. For example Silicoids (who could have the asteroid type ships) may have +10% armour strength for their ships. However I do agree that lots of variation in ship design would be really cool, i...
by haravikk
Fri Jun 18, 2004 12:02 pm
Forum: Other Game Design
Topic: factions
Replies: 13
Views: 3139

If there are only 4 factions, then they're more like single-issue political parties than what I was envisioning. I'm thinking more in terms of limiting it somehow, 4 might be a bit too tight, but it would quickly become un-manageable if you have factions all over the place, realistic perhaps but no...
by haravikk
Fri Jun 18, 2004 11:47 am
Forum: Other Game Design
Topic: Defence/Offence ballance
Replies: 23
Views: 4213

Just so long as you join the art team with your wonderful weapons-design talents, we don't mind ;)
by haravikk
Thu Jun 17, 2004 1:17 pm
Forum: Other Game Design
Topic: Defence/Offence ballance
Replies: 23
Views: 4213

In MOO3 you could build loads of customised oribitals around your planet and its moons which I liked (though the inability to automatically refit meant you could have a lot of outdated ones). However planetary defences seemed woefully under-powered a single task force with decent point-defence and a...
by haravikk
Thu Jun 17, 2004 1:10 pm
Forum: Other Game Design
Topic: factions
Replies: 13
Views: 3139

Maybe factions could be limited somehow? For example, an empire might have 4 factions: Religious faction - pro religious belief, the more popular it is allowed to become then the happier the people are, but the less effectively they work Research faction - big on the free ideas bit. The more popular...
by haravikk
Wed Jun 16, 2004 3:38 pm
Forum: Other Game Design
Topic: Custom ammo?
Replies: 13
Views: 2155

Custom ammo?

This isn't really much of an idea, more of an 'ooh that would pretty' suggestion as it doesn't really affect gameplay as such. I guess a lot of this would depend on how much detail battles go into graphically, but I think it would be cool if you could customise some of your weapons. For example, you...
by haravikk
Mon Jun 14, 2004 1:35 pm
Forum: Other Game Design
Topic: parallell galaxies or multiple galaxies
Replies: 31
Views: 4867

It would be awesome if FO could 'scale' in larger games. For example, I choose "Ridiculously oversized universe" in the options, and as such an entire universe is generated with say...6 galaxies in it, players are randomly assigned to these. So, I start the game and I am in galaxy Beta with seven ot...
by haravikk
Sat Jun 05, 2004 11:20 am
Forum: Other Game Design
Topic: Coordinated Attacks
Replies: 22
Views: 2961

I'm still dubious about having fleets timed to arrive at a target. It just doesn't seem like the kind of gamble an empire would make; sending a fleet to a system in the hope that friendly fleets will arrive at the same time to help. After all, an ally could say 'meet me at X in Y turns' but then sto...
by haravikk
Thu Jun 03, 2004 1:08 pm
Forum: Design Archive
Topic: Defining the Effects of Technology and Buildings
Replies: 71
Views: 49595

If we continue to have population * meter = resource production, when will the player ever run out of food? How much food does each population unit consume under your model? I personally don't see where a problem lies here. If the meter is low (ie the modifier is less than 100%) then it is still po...
by haravikk
Wed Jun 02, 2004 7:30 pm
Forum: Design Archive
Topic: Defining the Effects of Technology and Buildings
Replies: 71
Views: 49595

Just a note (and I may have missed this) but will meters be the only method of rating a planet? Personally I really like having things described by words. For example, a world with high monetary income could be described as 'Prosperous', a heavily populated world described as 'Swarming' and so on. I...
by haravikk
Wed Jun 02, 2004 9:21 am
Forum: Design Archive
Topic: Defining the Effects of Technology and Buildings
Replies: 71
Views: 49595

I agree that the percentage is important to have somewhere, perhaps in a tool-tip when hovering over a meter? Some players may have '2' for research, and gain +2 and assume that this means their research is doubled in its effectiveness. However it may not increase that much at all so it may be impor...
by haravikk
Mon May 31, 2004 6:03 pm
Forum: Design Archive
Topic: Defining the Effects of Technology and Buildings
Replies: 71
Views: 49595

How would the meter be displayed? Surely if you have something that doubles an effect then you can simply have the lines measuring 'units' on the meter move closer together? Not that hard to understand, or having a meter with a visible upper limit which moves up to a maximum as additions/multiplies ...
by haravikk
Thu May 27, 2004 7:57 pm
Forum: Other Game Design
Topic: Coordinated Attacks
Replies: 22
Views: 2961

I like the idea of having multiple empire, co-ordinated attacks. I'm not sure about this 'attack in X turns' stuff though. Maybe it would be better if you could have an almost AoE2 style of play where you can draw attention to a point where you need your allies. So you could click on a system and ch...
by haravikk
Thu May 27, 2004 7:51 pm
Forum: Other Game Design
Topic: Attacking, repair and starlanes
Replies: 6
Views: 1863

Yeah that's pretty much what I'm gunning for, I wouldn't want the re-supply ships to be visible, but it explains how everything is happening. Could mb be given as a figure in fleet info screens so you know that fleet X has Y amount of supply ships providing it with materials out of its requirement o...
by haravikk
Thu May 27, 2004 5:11 pm
Forum: Other Game Design
Topic: Attacking, repair and starlanes
Replies: 6
Views: 1863

Attacking, repair and starlanes

I was just thinking earlier about how starships in FO would repair themselves. I find that in MOO3 the immediate repair, although handy, is extremely unrealistic and doesn't create the kind of 'feel' of being out there in hostile territory that I would like. So what I'm throwing about is this: Repai...