Search found 149 matches
- Thu Dec 22, 2005 7:40 am
- Forum: Other Game Design
- Topic: "Height" advantage in FreeOrion Tactical Combat
- Replies: 17
- Views: 4243
- Thu Dec 22, 2005 7:33 am
- Forum: Other Game Design
- Topic: "Height" advantage in FreeOrion Tactical Combat
- Replies: 17
- Views: 4243
Re: "Height" advantage in FreeOrion Tactical Comba
Plus we also (if we so desire) have secondary tactical objectives (i.e. objectives other than to just defeat the enemy fleet) which, in general, the total war engine lacks. Possible examples: :arrow: Bombarding planets during space combat, to weaken an enemy by obliterating their population/infrast...
- Thu Dec 22, 2005 7:25 am
- Forum: Other Game Design
- Topic: "Height" advantage in FreeOrion Tactical Combat
- Replies: 17
- Views: 4243
It occurs to me that the critical thing is not the number of terrain types available in the game, but how their traits are combined. For instance, most ground-based games feature terrain that has two main descriptive features: elevation and terrain type (eg marshland, forest, etc). By rating terrain...
- Thu Dec 22, 2005 6:58 am
- Forum: Other Game Design
- Topic: Different styles of tactical combat
- Replies: 9
- Views: 1967
Different styles of tactical combat
So. In which of these game styles is most fun to manage/command a force?
This question is more relevant to FO than it looks, so think carefully.
Note: this is only for the purposes of collecting information. It in no way represents an actual decision-making process; I have no such authority.
This question is more relevant to FO than it looks, so think carefully.
Note: this is only for the purposes of collecting information. It in no way represents an actual decision-making process; I have no such authority.
- Wed Dec 21, 2005 9:23 am
- Forum: Other Game Design
- Topic: "Height" advantage in FreeOrion Tactical Combat
- Replies: 17
- Views: 4243
"Height" advantage in FreeOrion Tactical Combat
Height advantage is one of the chief tactical considerations in the Total War series of games, amongst others. It allows for a wide range of strategic values for different parts of a combat map, etc. Now, you might think that we couldn't possibly implement such a thing for FreeOrion Tactical Combat....
- Fri Dec 09, 2005 12:46 pm
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7482
Meh. Fluff can be written to justify any arbitrary game design decision. Besides, this is Space Opera. No-one's ever bothered to explain to me why my TIE Fighter or X-Wing coast to a stop when the engines get damaged, so I don't see why we need to explain to a player why we're ignoring physics. :) S...
- Thu Dec 08, 2005 10:51 am
- Forum: Other Game Design
- Topic: Mega Carriers
- Replies: 22
- Views: 3981
I didn't find this extra level of complexity confusing in MOO1. There you had Engine and Maneuver... FTL and normal-space engines. His point, I think, is that once you say you can have separate FTL and in-system drives, people decide they need to extrapolate from this and come up with overly compli...
- Thu Dec 08, 2005 8:22 am
- Forum: Other Game Design
- Topic: Realism - Large & Small Ships
- Replies: 43
- Views: 7482
you forgot inertia so large ship = less agile, accelerates slower given the same thurst so the average velocity is lower. 1) under this universe, any objects can travel up to c if it was accelerated below c. However, warp engines are different. You have to ask the military for that information. 2) ...
- Thu Dec 08, 2005 8:10 am
- Forum: Other Game Design
- Topic: Ship Size Classes
- Replies: 31
- Views: 7142
- Thu Dec 08, 2005 8:08 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17398
- Tue Dec 06, 2005 6:35 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 102
- Views: 17398
Great point. I agree with dreamer. predefined table bonus for a specific template is also bad also from that point of view. I think we should just do a simple rule that the more duplicate you have of an item, the cheaper or less space it takes. It's simple, gives us a boost in rps, cleaner GUI, and...
- Tue Dec 06, 2005 6:34 am
- Forum: Other Game Design
- Topic: Mega Carriers
- Replies: 22
- Views: 3981
- Tue Dec 06, 2005 6:25 am
- Forum: Other Game Design
- Topic: Ship Size Classes
- Replies: 31
- Views: 7142
Re: Ship Size Classes
...but it's good to have names to go with the numbers as well, to keep the game fun, and not so spreadsheet like (ie. "oh noes! 5 enemy 500 kiloton ships are approching!" vs "egad! 5 huge enemy ships doth approacheth!" Your usability arguments in favour of category labels are go...
- Mon Dec 05, 2005 9:36 am
- Forum: Other Game Design
- Topic: Ship Size Classes
- Replies: 31
- Views: 7142
Re: Ship Size Classes
Geoff makes a good case for separating ship size and role descriptors. That said, I'm inclined to think that having a "displacement mass" categories (eg 50kilotons to 500 kilotons) is slightly more flavorsome than a D&D-style size category (Tiny, Small, Medium, Large, Huge, Gargantuan,...
- Mon Dec 05, 2005 7:35 am
- Forum: Other Game Design
- Topic: Derelects and Crew Distribution
- Replies: 7
- Views: 1823