Everything posted by Seraphi
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Hegemony Argument Thread
A wiki is a great idea. The problem with that hiver travel system is that the gate is made to be a mandatory target, since the enemy can just stick several, well guarded gates in, leave all their ships around them, and you might as well be right next to them. A sneak attack could still be launched through the moderator(s) and should pretty much be the only way to initiate a war, knowing us. Unless of course you're threatening war, which is a decent tactic in itself. Another point is the rate of destruction in the last game. In a battle of 20 heavy battleships vs. 30 battleships, there shouldn't be a loss of any more than about 15 ships in total, the rest would be damaged, but by no means destroyed. That's basically how it works in real life with naval warfare, so I don't see why it shouldn't work here. It's much more logical, and since ships are going to be harder to build in this game, it makes more sense to have it work like that since it means that players must be more cunning and use real tactical knowledge, instead of throwing a higher number at the enemy. As for the module system, I'm thinking we should use a sort of tetris style grid, so we only have a certain amount of space to fit modules into, with each module costing a different amount of resources and providing different boosts.
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Hegemony Argument Thread
I'm not entirely sure about these warp gates... It just seems like the SOASE system would be simpler to keep track of. Also, should there be a facility for extracting each individual resource, or shall they be lumped into one building which can be upgraded? Personally, I'd prefer lumping them into a single building, but I'm just throwing the issue out. A research tier list sounds good, as long as you still need to upgrade your facilities and they don't just upgrade automatically when you research something new. One more thing... Could we please not rip off our stuff entirely from a television shows and movies? Mather, I get that you have Aspergers, which limits creativity. But (Gasp!) so do I, and I managed just fine last game.
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Hegemony Argument Thread
I'd say to stick with one method of ftl travel, because if you go with multiple methods, the speed boosting system suddenly becomes incredibly annoying. Really going to sleep now, ciao.
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Hegemony Argument Thread
Problem with that is balancing, if a resource is too useful and rare, it becomes overpowered. I support it if done properly.
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Hegemony Argument Thread
Yeah, we already think that removing currency entirely is the best idea, to make it entirely about resources. Anyway, I require sleep. I'll check back in tommorow.
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Hegemony Argument Thread
Considering "Equipment" and "Spice" have already been eliminated, that leaves us with six, which is one more than you say would be infinitely easier to keep track of. So we're left with this: * Metal Ore - Used in building and construction, and to power solar cannons. * Anaerobes - Oxygen-recycling bioforms necessary for life support. * Chemical - Chemicals used to manufacture things lke medicine. * Organics - Food and drink that humans must consume to live. * Oil - Used to fuel and maintain the mechanical devices that make life easy. * Uranium - A powerful fuel source for spaceships and massive weapons I'd say that's going for a happy medium. I wanted complex, you wanted simple, so can we settle in the middle? Well, a black hole system would have no light, and depending on the size of the black hole, a lot more radiation. And it would eat ships that flew too close. Pretty harsh and nigh-uninhabitable really, but it would make you pretty much undetectable. The point was that environmental hazards like black holes and magnetars should definately be included.
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Hegemony Argument Thread
There are only eight, and besides, no planet will be unable to produce something. All planets can produce all resources, just at different rates.
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Hegemony Argument Thread
Let's use the SOASE system. You can only fly to another system if it's within a certain distance, meaning you have to hop from system to system to get where you want. Also, we should have special star types, black holes (Interesting tidbit, planets can actually orbit black holes in the same way they would a star. The only reason this isn't seen is because all planets would likely be annihilated in the supernova that occured to form the black hole) Space pirate bases, magnetars, blazars, gas clouds, protostars and such. As for Warp vs Hyperspace, does it matter? We could make a new travel system called Fleeglebloog (Not really) if we really wanted to. Speed will be determined by the speed boost of the parts you put in, right? So there should be a set rate, with a percentage decrease based on these parts.
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Hegemony Argument Thread
I don't think "spice" is a good resource. "Medicine" should be changed to "chemicals". "Equipment" should be created from other materials. Dungeon, I agree. Research and economy shouild affect resource income. And another note, how fast will FTL travel go?
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Hegemony Argument Thread
Planet size is an important factor though. It determines gravity and atmosphere, and thus, habitability. Then again...I suppose mass could work the same way, which means planets can be the same size and gravity can change anyway. Also, an offtopic note, but this is really what Hegemony always needed. A few dozen pages of talking about what everyone wants and setting some guidelines before we start.
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Hegemony Argument Thread
Dungeonal and Archi. I don't think there should be a blanket "You can't do this on that planet" rule. I think it should be less efficient, but still possible regardless. I'd prefer if we used the full Starport planet type list, really.
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Hegemony Argument Thread
Indeed, much like Archi's original "Module" system. Each ship has a certain amount of space to put stuff in, and each "Part" gives a certain boost in statistics. Think of Resident Evil 4's inventory system, or the Super Smash Brothers Brawl sticker bonus system, or even tetris, for a rough idea of what I'm thinking of. Bigger parts take up more space, but give better bonuses. The same goes for awkwardly shaped parts. of course, the player would be free to design these parts. I'm not sure if it becomes too restricted that way though.
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Hegemony Argument Thread
Alternatively, we can pretend that currency has been almost entirely thrown out in the future, and only trade in resources? I much prefer the "Ships take X amount of this, Y amount of this, one of these, and Z of those to build" system, but I think players should be able to make their own modifications to the ship classes, but using a restricted system. I can't think of said system, so I'm hoping somebody else can. Of course, it must be logical. You can't make a bioship out of granite.
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Hegemony Argument Thread
That's actually what I based the original planet list on :smile: I do want aliens, to an extent. No lichte overpowered growth rates, and no mechos immunity to pretty much goddamn everything. And no stargate creatures. I think certain planet types should be beneficial to certain races, and planet types should definately be generated randomly, as you said. I think there should be more categories of resources than on that list, as well. (PS. Economics need a really big fixup as well.)
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Hegemony Argument Thread
I don't think I like the four specialisations system... It just seems too limited in scope. I mean, for one player a warm planet could be incredibly habitable, but for another it could be a hellish wasteland. That said, I'm not sure I could come up with another system either.
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Hegemony Argument Thread
I still like Archi's better. The colour scheme is good. I don't think planets should have tradeoffs, I think some planets SHOULD be blatantly better than others so that there is conflict. Moderator should assign climate, size, atmosphere, resources, temperature, landscape etc. before putting it on the map. And make sure the planets are evenly spaced, and there are no uberplanets right next to each other.
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Dungeoneering
Got revision to do, sorry.
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Hegemony Argument Thread
Better, except now it's eye-burningly annoying to read due to resizing, and pretty much the same as Archi's.
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Hegemony Argument Thread
The main point is that it just doesn't work and is overpowered. "Hey, my lasers are twice as powerful as yours now that I have this Naqeuaueaoeaodah!" I prefer simple maps, to be honest. That way notes can be added in case something needs to be known to all players around.
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Hegemony Argument Thread
That actually sounds pretty good. Resources would most definately need to be worked on though. (Extraction rates, value, how much is on each planet, what "Undiscovered" metals now exist (With limits. No goddamn naqeuaeuoadah or however many vowels it has) etc.) And planet/star/system stats (Is your system covered in asteroids? Harder to get to, more dangerous, but better for defense and resources.)
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Manifest Destiny
Not too bad losses. I still have 1900 needlers.
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Dungeoneering
Then quit. You moan about it enough,
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Planeteering
Ares looks for more stuff.
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Planeteering
Ares proceeds to beat the puddlejumper with the stick.
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Dungeoneering
Tavern seems dead today, so nope. After wednesday I should be able to GM a lot more though.