Search found 643 matches
- Sun Feb 11, 2007 7:22 am
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14845
- Tue Jan 30, 2007 6:31 am
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14845
just add in some fluff to explain why it's 80. say light travels slowly in that universe. or say FO space is warped and got a lot of wrinkles so you have to travel 80. in terms of game function, player just want to get there in one turn :p. in terms of units, just pick two letters... GM or something...
- Tue Jan 30, 2007 5:10 am
- Forum: Design Archive
- Topic: Space combat: next steps
- Replies: 28
- Views: 27363
What if you had just a few big, awesome ships? Ships you knew the names of, which you designed from the ground up, which you take the time to repair, refit and upgrade as tech becomes available? What if you had emotional investment in your ship? wonder unique ships have been brought up before. FO i...
- Tue Jan 30, 2007 4:50 am
- Forum: Strategy Games
- Topic: Galatic Civilisations 2?
- Replies: 11
- Views: 5507
- Tue Apr 11, 2006 12:22 am
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4843
I know. I was just explaining how the maintenance cost of old tech can increase. we shouldn't undermine research. we should factor in as much of the cost into rp of a tech so there will be no 'side-complications' with research. As tecnology incresses old ships typicaly become cheaper to build then ...
- Tue Apr 11, 2006 12:19 am
- Forum: Other Game Design
- Topic: Building Production Requirements, Restrictions and UI
- Replies: 26
- Views: 5463
Now I truly hope there are going to be enough planetary building projects to keep that part of the game interesting. I am quite conserned about this issue because when I read the 0.3 specifications about it, they only said that there are going to be some building projects for the player. there is n...
- Sun Apr 09, 2006 5:11 am
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4843
- Tue Apr 04, 2006 2:59 am
- Forum: Other Game Design
- Topic: Shields and Weapons
- Replies: 25
- Views: 4638
galciv 2 got me thinking again whether weapon v shield rps is worth it. the rps was dry and it seems galciv sacrificed econ tech tree so that the whole tech tree wasn't as cluttered. i think we should be wary about these potential problem. if we could, we should add flavor to each of the weapon and ...
- Thu Mar 16, 2006 6:58 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
I think something more accurate would have been something like the Druuge Mauler - a ship you can fire at long ranges, have it moving AWAY from the enemy, and still fire at long range. i thought of that and i thought it be cool that some weapons are very powerful that it pushes the firing ship back...
- Thu Mar 16, 2006 5:09 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
Q: I've decided that all footballs will be painted green from now on. A: But that will it very hard for players to find the ball against the grass. Q: Players? Ive decided to do without them, since they conflict with my plans for green footballs. lol. isn't that what you do in COW? :p okay, back to...
- Thu Mar 16, 2006 5:03 pm
- Forum: Other Game Design
- Topic: Resources / Mining / Resource Collection / Power Sources
- Replies: 2
- Views: 1106
- Mon Mar 13, 2006 10:31 pm
- Forum: Other Game Design
- Topic: planet balancing
- Replies: 35
- Views: 7922
i concur with geoff, it's too early to talk about balance. there could be numerous other unforseen factors that needs to be calculated. things like a race that only lives and thrive on exotic planets. they get a huge bonus on such bonus. if those planets were abundant, then the race is too powerful....
- Fri Mar 03, 2006 11:08 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
- Fri Mar 03, 2006 5:17 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27542
for clarification, geoff really means equal resources spent for each size. otherwise, 50 scout + 50 cruiser + 50 death stars is pretty much back to the old drawing board. No, I mean equal numbers of ships of each size. That's the whole point... to make the numbers of each size in your fleet roughly...
- Thu Mar 02, 2006 11:10 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21718
In particular, if there were explicit fuel ships, these could be attacked and destroyed only by attacking the fleet itself, whereas supplies could be cut off just by blocking all supply routes. i thought about explicit fuel ships, but then it will get really annoying each time you send a detachment...