Search found 234 matches

by Ranos
Sun Oct 17, 2004 10:02 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23236

Area Effect Emission (a better name?) - basically there could be a number of effects. Eg. all friendly's in area gain +50 stealth or all enemies in area gain poison effect (they are hurt every now and then while poisened). Distortion Tear/Blackhole - create a rip within space/time within visible si...
by Ranos
Sun Oct 17, 2004 4:00 am
Forum: Other Game Design
Topic: Ship Design: Tedium or Delight?
Replies: 20
Views: 4652

I think a moderator can change the options of a poll. The option could be: I want to design my ships so they will be the most effective fighting machines in tactical combat.
by Ranos
Sun Oct 17, 2004 1:37 am
Forum: Other Game Design
Topic: Heros and Sub-Heros
Replies: 34
Views: 6457

I like the idea of heros as being similar to the leaders in MOO2. I would like them to be members of your own empire though and not mercenaries. Maybe there could be a combination in the political area but not in the military area. The political leaders would come from two places, famous beings from...
by Ranos
Sun Oct 17, 2004 1:17 am
Forum: Other Game Design
Topic: Ship Design: Tedium or Delight?
Replies: 20
Views: 4652

I would like to vote but there isn't an option that fits me. While 1, 2 and 3 are insufficient for what I want, 4 is too drastic. I want to be able to spend time designing my ships for maximum combat effectiveness, while not going into the extreme tedium that would be making sure the crew can get to...
by Ranos
Sun Oct 17, 2004 1:12 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33348

My whole point is, at what *scale* do you calculate damage? Do you keep track of just 1 'health' value, or do you separate shields, armour and hull, or do you model every ship system, using local damage models and disruption to power supplies, or do you go right down to how ruffled the hair of the ...
by Ranos
Sun Oct 17, 2004 12:37 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30848

@Ranos You misunderstand, the idea is more of an addition to real-time combat to allow it to be simplified, this will be especially useful for large, extremely active or spread out battles where the player can't easily move around to issue each order required of them. It gives them more of a sort o...
by Ranos
Sun Oct 17, 2004 12:31 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23236

I am still in favor of having early game weapons usfull through the whole game. I think 2 things are needed though. At this point, I am seeing three different ways of doing weapons tech. 1) You start the game with two or three basic weapons. You can refine these until the next weapon becomes availa...
by Ranos
Sat Oct 16, 2004 6:22 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23236

@MisterMerf I am sure you were writing your post at the time I just made my last post so you probably didn't see what I wrote. Maybe you are reading now and will edit your post to compensate but I suggest reading it. Same tech and just refinemnt = boring. We were going along the same lines for the m...
by Ranos
Sat Oct 16, 2004 6:12 am
Forum: General Discussion
Topic: Attention to all members!!
Replies: 7
Views: 1958

Hey Tyreth, did you find out who was here at that time?
by Ranos
Sat Oct 16, 2004 6:10 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23236

Why shouldn't a weapon you have gotten at the begining of the game be usable at the end of the game. This leads to an interesting idea. Have you even read what I have said in at least two if not three posts? BECAUSE IT WOULD MAKE RESEARCHING NEW TECHS UNIMPORTANT. ALL YOU WOULD HAVE TO DO WOULD BE ...
by Ranos
Sat Oct 16, 2004 5:19 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33348

Because if youre going to have 2000 ships in a battle, its wasted effort to simulate the damage to each weapon on each ship, it just becomes irrelevant. I never, nor did anyone else that I can see, ever mention anything other than firing arcs being a detail. That is something that would not be irre...
by Ranos
Sat Oct 16, 2004 4:34 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 30848

Now maybe the AI could be programmed to take all of this into consideration. That could take a lot more programming and a lot more of a hassle for our programmers. And the AI takes a lot of CPU power, so if we have too much AI it would likely be bad. Plus like Drek says: "there's always a bett...
by Ranos
Sat Oct 16, 2004 4:23 am
Forum: Other Game Design
Topic: GLobal fleet reserves vs apper when built
Replies: 29
Views: 4991

I think we have veered extremely off topic here. I would need to look back to see where we left off on the real topic to make a good post, but I don't have time right now. I'll look tomarrow night. Lets try to get back on the main topic of fleets/ships appearing when built or appearing when drawn ou...
by Ranos
Sat Oct 16, 2004 4:19 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23236

I would like to point out that I see the inherent tacticaly variety of weapons as the major reason to upgrade. Ion Cannons might be far more damageing but shorter in range, Nutrion Cannons penetrate armor but do light damage ect. By reserching more advanced weapons you mainly getting more variety ....
by Ranos
Fri Oct 15, 2004 3:00 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 33348

I've said this before, but i think its pointless to make a decision on how detailed you want ship design to be until a *firm* decision has been made on the scale of space combat (for all i know it has been made, but if it has i havent seen much evidence because everyone on the board still seems to ...