chuck1es

chuck1es

Joined Member # 644666
9 Posts 188 Replies 8,730 Reputation

A RPS system for single player games will more-or-less work simply because the AIs tend to be fairly dumb about such thing. But for multiplayer it'll fairly suck. Seriously, think about how you respond when you see the AI fleet. You change accordingly and the AI, if ever, does so very slowly. Now think about your responses and multiply it. The games will simply be a mad dash towards, say, missile tech for the bigger bang against defenses or simply some middle grou

411 Replies 1,958,305 Views

The AI never really knew what to do with the ships I'd give it/'em. I'd supplement their war machine to prop 'em up and 'bout 85% of the time the ships would just sit there. And, yes, I would throw currency their way to cover the cost of having 'em.

18 Replies 88,348 Views

Syndicate. Also, there's an older, li'l known strategy game from some time in the '90s (I think). Had a ridiculous premise and took place in many-leveled caves. While you're building cities and expanding in one large area, while battling it out with other civs, you or someone else can dig up or down to reach an entirely new area to explore and expand in. Could dig to invade, etc. Had men riding dinosaurs while while firing 50-cal cannons.

29 Replies 106,903 Views

Player-created formations and behavior. Playbooks can be made before hand (like designing ships, etc) and then simply chosen from before the battle. Hit play and enjoy the travesties of your decisions.

411 Replies 1,958,305 Views

[quote who="JonSarik" reply="127" id="3406318"] Would Action Points work well in this scenario? Units having certain points that can be used for firing, movement, defense, flanking, etc.[/quote] Fallout in Space!

411 Replies 1,958,305 Views

[quote who="MottiKhan" reply="9" id="3406004"] Quoting chuck1es, reply 8 Weren't they already doing that? We started discussing that on the old GalCiv2 forums. The idea sounds familiar to some of us. Hopefully, this one will be like Publius of NV mentioned above. Bring on the singularity! [/quote] Ahhh. Damn. I have memories of gabbin' that up back in the day. I had thought it was already happening. And, as a result, I

12 Replies 46,207 Views

The weapons simply need to differ in their use. That'll likely make the tac-hats much happier and keep the strat-cats fat 'n lazy. :P Even if it's simply engagement envelopes. Implementing that would require at least a basic form of tactical choice before starting the movie. Probably end up with a number of rounds per combat and seperate choices per round. Like, damnit, Endless Space.

411 Replies 1,958,305 Views

I simply created base models and then used those when available and named 'em something else. There are options in the shipyard UI to view only "active" designs or some such. Took care of the clutter completely. It's very easy to use.

18 Replies 84,495 Views