Search found 643 matches

by skdiw
Mon Sep 01, 2003 6:10 am
Forum: Strategy Games
Topic: Moo2 vs Moo1
Replies: 77
Views: 81077

I played Moo 1 first and fell in love with it. It was revolutionary at the time. I didn't like sequel Moo 2. Moo 2 had all too annoying end game micro. Complicated things with directional shield that didn't do all that much. Added leader that had too big of impact. Stealing ship is wrong... Don't ge...
by skdiw
Mon Sep 01, 2003 6:09 am
Forum: Strategy Games
Topic: Moo2 vs Moo1
Replies: 77
Views: 81077

I played Moo 1 first and fell in love with it. It was revolutionary at the time. I didn't like sequel Moo 2. Moo 2 had all too annoying end game micro. Complicated things with directional shield that didn't do all that much. Added leader that had too big of impact. Stealing ship is wrong... Don't ge...
by skdiw
Mon Sep 01, 2003 6:00 am
Forum: Strategy Games
Topic: FreeLancer
Replies: 2
Views: 3006

How is this differ from wormholes? or teleporters?
by skdiw
Mon Sep 01, 2003 5:56 am
Forum: Strategy Games
Topic: RTS games, how could they be made better?
Replies: 47
Views: 18966

Best RTS: 1. Starcraft 2. Warcraft 3. Rise of Nations 4. Age of Empire 5. Conquest, had a lot of potential I think The AI in warcraft is quite challening. In fact they can beat out at least a good half of the population, probably more like most palyers. The AI in warcraft adapts and uses counters, b...
by skdiw
Mon Sep 01, 2003 5:22 am
Forum: Other Game Design
Topic: How to make AI strong without cheating
Replies: 7
Views: 2206

I agree. Also the AI should be more dynamic and interacts depending what other players do. If the human are mobilizing a certain ship like missile boats for hit-and-run raids, the AI should be smart enough to counter with anti-missile orbitals or ships.
by skdiw
Mon Sep 01, 2003 5:07 am
Forum: Other Game Design
Topic: Strategic Resources
Replies: 28
Views: 5289

You can have this warp spice be a limite resource that runs out so that no players can get a significant advantage. Alternative you can have a pernament source but it appear at a distant location accessible by all players and have ppl fight for it--hence "strategic" resource.
by skdiw
Mon Sep 01, 2003 5:00 am
Forum: Other Game Design
Topic: Micro Manage vs Macro Manage. Which is best ?
Replies: 119
Views: 19790

I would like micro and macro to practically be the same. So that you could do things on a group level, and then refine everything. It been done or attempted with Moo3. Each planet is pre-defined and/or user defined so you can set macro development plan for your specified planets. You can also load ...
by skdiw
Mon Sep 01, 2003 3:50 am
Forum: Off-Topic
Topic: Where did MoO3 go wrong.
Replies: 33
Views: 10567

I posted my opinon on action points or IFP on the macro vs. micro thread. It just seems to me that without IFP you'll going to have micro every 50 planet that you own during the end game. That seems work and not gaming. I remember my back sours while playing Moo 1 and moo 2 going through all the pla...
by skdiw
Mon Sep 01, 2003 3:11 am
Forum: Design Archive
Topic: Public Review: Stockpiles
Replies: 25
Views: 29038

I think no cap for stockpiles and pay a small penalty for redistributing the stockpile. Stockpile can also be used for trade with other players/species or sold of in the market for money. ppl who get large stockpile are usually those that aren't developing and expanding aggressively enough, which is...
by skdiw
Mon Sep 01, 2003 2:59 am
Forum: Strategy Games
Topic: Good Strategy games
Replies: 4
Views: 3476

Advanced Wars for gameboy is fun! I strongly recommand Tactics Ogre and Final Fantasy Tactics, although the latter is too easy, but nontheless it set standards.
by skdiw
Mon Sep 01, 2003 2:55 am
Forum: Strategy Games
Topic: Rise of nations
Replies: 6
Views: 3457

The other great thing about starcraft is that no unit becomes obselete and their roles are evolving as the game goes on. For example, even you have access to ultralisk, those level 1 zergling are still easy to make and insane at destorying buildings. Best of all, all those unique units and races tha...
by skdiw
Mon Sep 01, 2003 2:40 am
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 76627

I think there should be an option for number of starlane in the beginning of them game. There could be different starlanes offering different bonus. By fault, a typical starlane, imo, should offer a constant bonus rather than a multiplier. That way as you get better tech in late game, the starlane b...
by skdiw
Mon Sep 01, 2003 2:28 am
Forum: Other Game Design
Topic: Micro Manage vs Macro Manage. Which is best ?
Replies: 119
Views: 19790

I am in the macro camp, however I think I got a good idea that will satisfy both camps through the use of Action Points (AP). First of all, AI for the human player should be crappy, at least at the start, or else the game isn't a game, rather it is a simultation. The way AP works is that each turn y...