Search found 228 matches

by Dreamer
Thu Apr 21, 2005 3:01 am
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14157

It is if you consider my previous posts (about diferent shield stenght per side and sort of shield point at ship design). Let's say front = F, right=R, left=L and back=B. A more complete example. I design a ship and put "Advanced cosmic shield of god" (or whatever name you choose). This shield have ...
by Dreamer
Wed Apr 20, 2005 5:53 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14157

Having a separate shield on each side creates the exact opposite of what i am trying to achieve. It encourages attacks from just one direction (as in Moo2) in order to just wear down one side of the shields, and avoid wasting shots on the flanks. Well, if it were up to me I would make shields lower...
by Dreamer
Wed Apr 20, 2005 5:23 pm
Forum: Off-Topic
Topic: A new 4x game is coming
Replies: 21
Views: 7534

Ray K wrote:my Rise From Ruin project as the MOO1.5 game you are talking about.
Where is that one? I'm surely interested to take a look... I found some forums on google but no place to download and give it a try...
by Dreamer
Wed Apr 20, 2005 12:38 am
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14157

I agree that probably each soldier fights as an individual. What I'm saying is that probably the behaviour and stats for each soldier is minimal. This way to get complex behaviour from populations is well known. But complex individuals create hyper-complex behaviour (and possibly slowness, but maybe...
by Dreamer
Tue Apr 19, 2005 7:34 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14157

I dont see how this reduces the number of ships that can be displayed. ... Total war manages a far more complicated combat system than freeorion could ever realistically hope to achieve, and that involves tens of thousands of troops. Well, system requirements will depend in (number_of_ships * compl...
by Dreamer
Tue Apr 19, 2005 7:16 pm
Forum: Other Game Design
Topic: Ship Character
Replies: 28
Views: 4215

Sorry about that... when I said refiting I meant for factories, not for ships. I was just being carried away by the idea. What I meant is that if you apply a bonus/penalty to how used to a certain tech your race, this can be used not only for ships but for other effects at empire level. In Moo1 you ...
by Dreamer
Mon Apr 18, 2005 9:20 pm
Forum: Other Game Design
Topic: Ship Character
Replies: 28
Views: 4215

Another idea...

Another idea, about crew getting better working with a particular ship we can have crews being novices/professionals/experts with the current tech. This would only need to store when a certain tech level was discovered instead of putting more info on individual ships. This way empires who are consta...
by Dreamer
Mon Apr 18, 2005 9:14 pm
Forum: Other Game Design
Topic: Ship Character
Replies: 28
Views: 4215

Re: Getting great ships

...Then my opponent sends in a mig attacks and fries my GLA light tank, as well as about 6 others next to it in one quick swoop. Didn't even see it coming. I don`t really like the idea of points, but I like the idea of "gaining knowledge when loosing". You could have 2 different experience stats on...
by Dreamer
Mon Apr 18, 2005 8:36 pm
Forum: Other Game Design
Topic: Galaxy History - Playing different Ages
Replies: 10
Views: 2096

Deeply agree!

like the template idea, a lot! I always wanted to evolve my race and create the perfect super-race. Kind like a "perfection winning condition".
by Dreamer
Mon Apr 18, 2005 8:29 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 14157

A warning here: each new feature for a single ship greatly reduce the total number of ships that can be on screen at any given time. I would prefer great, epic space battles (hundreds of ships) more than detailed strategy on each ship. To avoid concentrated fire on single ships I would use more the ...
by Dreamer
Mon Apr 18, 2005 8:11 pm
Forum: Other Game Design
Topic: Starting Tech Levels
Replies: 5
Views: 1230

If I recall correctly at least Moo2 have this option indeed. You choosed between "pre-warp" "modern" and "advanced" or something like that. Anyway I alwais start at pre warp since I can choose tecnologies better and get an advantage. A way to solve this: initial research/production point before the ...
by Dreamer
Mon Apr 18, 2005 8:05 pm
Forum: General Discussion
Topic: Which is your ultimate road to victory?
Replies: 28
Views: 5692

Economics...

I`m hopping to be able to my counselors "So all the races have united against me? Don`t worry, I will make them an offer the can´t refuse". Economic victory should be fun if you could actually DO something with money. But in most games money is only useful for.... mmm.... sorry, money is usually com...
by Dreamer
Tue Mar 22, 2005 6:09 pm
Forum: Other Game Design
Topic: Planet climates
Replies: 77
Views: 12514

I think the moment for changes or new ideas like this one is after version 1.0 is out. For now I agree that the idea is to move further and get things done instead of arguing again and again. After all, this is an open-source proyect, it doesn't have to end at version 1.0. As with *everything* else ...
by Dreamer
Sat Mar 19, 2005 5:35 am
Forum: Other Game Design
Topic: Selling super-sized ship signatures so somebody sees soup
Replies: 13
Views: 2161

Agree. Simple = good. I would sell/rent fleets rather than individual ships. In galciv is made with ships and i'm not particularly fond of it.
by Dreamer
Fri Mar 18, 2005 5:48 pm
Forum: Other Game Design
Topic: Selling super-sized ship signatures so somebody sees soup
Replies: 13
Views: 2161

Too complicated. I would let empires to trade ships or maybe borrow a specific fleet for X turns. As part of diplomatic relations. "Hey, we the X empire are in big troubble, we need to borrow your Y fleet for Z turns". In particular I think the galciv interface where you can put anything against any...