Search found 244 matches

by krum
Sun Feb 15, 2004 10:43 am
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 64870

We would prefer a broad tech tree with multiple viable routes through. Categories should be as directly related to gameplay and particularly strategy as possible (i.e. no 'mathematics' category, but 'Ships' might be o.k.) (open question) Many categories (10+) or fewer (6-8 )? (Discussion here and h...
by krum
Sat Feb 14, 2004 7:33 am
Forum: Strategy Games
Topic: Star Chamber
Replies: 1
Views: 1987

Star Chamber

I just got word about this game, they say it's 4x, I just thought I'd post a link http://www.starchamber.net
by krum
Wed Feb 11, 2004 10:12 am
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 64870

Wow, four pages already. I should join already before it's over.. Whether we call it refinement or engineering, that both seems acurate and descriptive enough to me, that's the way to go. I also thought of a maximum allowed RP for refinement, but that would create over again the very problem we're t...
by krum
Wed Feb 11, 2004 10:02 am
Forum: General Discussion
Topic: Greetings, All! (state of the project?)
Replies: 4
Views: 1657

The time that is left until a project is completed tends to remain a constant, you know that :)
by krum
Sat Feb 07, 2004 12:36 pm
Forum: Other Game Design
Topic: Empire alignment/orientation
Replies: 11
Views: 4938

That's definately one of the better aspects of EU that we can steal. The difficulty the AI has with it is kinda worrying, but maybe with as few as four or five cathegories it will not be so much of a burden to it; IIRC in EU2 they are as much as eight or ten. (btw, I thought that generally Americans...
by krum
Mon Jan 26, 2004 1:10 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 68190

The creative/uncreative question (or any means of diversifying the research tree based on racial bonuses or penalties) is beyond the scope of the current question. p.s. what is the current question again? Just so we can tell if we've answered it yet :) It's just that this is about race picks, and r...
by krum
Fri Jan 23, 2004 7:49 pm
Forum: Other Game Design
Topic: what type of game are we creating...
Replies: 97
Views: 10134

Here's my priorities, again in no specific order: 1. Fleet Strategy and Logistics - I'd like to see technology focusing more on military equipment. It always seems to be the most interesting part of the tech tree, at least for me. 2. Diplomacy and Internal Politics - If we can make for interesting i...
by krum
Fri Jan 09, 2004 6:45 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 68190

I might be not as messy as it seems... Say all 3rd level small capital ship theories require that you have 3rd level small capital ship cathegory researched, and each one of them one/two of the 2nd level techs. Some of the more special theories might require also a level from another cathegory.
by krum
Fri Jan 09, 2004 6:29 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 68190

emrys wrote:So what would be the point of theories under your proposal?
I imagine theories would still act as prereqs for apps, but most theories would require say another theory and a cat level. These cats seem to adress the wated RP problem well.
by krum
Fri Jan 09, 2004 6:10 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 68190

skdiw, the way you explained it now it actually seems like a real neat idea! I think you're onto something there. So, for the cats you only accumulate RP and they act as prereqs, also as you get more and more levels in them you get discounts on the theories and app that follow? I think I just had a ...
by krum
Thu Jan 08, 2004 12:58 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 68190

What happens to research on projects you can no longer afford, or want to cancel? The way to avoid abuse without annoying the player would be imo to have automatic halt of the project if RPs are not enough. Also let any project be canceled at any point, but losing the RPs invested - which is of cou...
by krum
Wed Dec 31, 2003 4:40 pm
Forum: Design Archive
Topic: DESIGN: Tech Tree (Broad Structure)
Replies: 45
Views: 37842

Why not the new missle type should start with levels of refinement (which are infact applications of say armour and stealth theories in missiles) a bit below the old one, but not from scratch. Mabye just just as much so that the advantage of the increased damage would roughtly even out with the loss...
by krum
Fri Dec 26, 2003 12:47 pm
Forum: Other Game Design
Topic: Ground Combat 2.0
Replies: 14
Views: 2627

Just a minor note, IIRC the "paratroop" method is exactly the one used in Starship Troppers, not the landing pod method. Unless of course you mean that joke, the film.
by krum
Tue Oct 07, 2003 6:47 am
Forum: Design Archive
Topic: Feature Request: System & Planet names
Replies: 54
Views: 42209

Why should chat be any different? You type $Rigel and he gets Xenlon displayed.
by krum
Sat Oct 04, 2003 12:25 pm
Forum: Other Game Design
Topic: Overpopulation?
Replies: 23
Views: 4993

IIRC there will be colonisable asteroid fields and gas giants, but of course they wouldn't be a part of the EP wheel.