Search found 27 matches

Re: Sharing my own game concept "Lone Star" for your judgeme

Just by browsing the documents - the ships carry absolute ridiculous amounts of firepower (We're talking about 20+ turrets of various sizes for medium sized ships, along with up to 30+ subcraft!). Besides creating a pretty confusing lightshow in combat, how do you intend to balance this? Are the sh...

Re: Mechanics of formations / following / escorting

just thought of this. an easy solution to create very specific formations, is to make a macro formation. a mix of spheres and specific ship for ship (slotted) formations that come together to form a master fleet. so lets say i want a capital ship surrounded in a sphere by support cruisers, but you a...

Re: Distribution options?

I do not want to see this game on Steam as a primary source of purchase/download. Only as a secondary source. games do not work when steam is offline. Therefore a steam version of limit theory would require an internet connection, to my understanding. That's just asinine as its a single player game....

Re: Making mining fun

mining, by nature, is very repetitive, and time consuming. furthermore, there will be an RTS aspect to this game, so eventually, by nature, it seems the player may just end up just assigning ships to do mining. so, how to make mining fun? here's my 2 cents. where we mine should not be static asteroi...

Re: Fighters and how to make capital ships feel big, Wake Fi

Another tactic i just thought up with modifiable bubbles. Get a capital or large ship. Throw on tons of mass through armor plating, safrice sheilds for armor. Throw on an oversized drive. Throw on anti fighter point defense. Throw on an inertial bubble expander. This ship is essentially a heavy inte...

Re: Fighters and how to make capital ships feel big, Wake Fi

How about inertial bubbles for the name. If your drive generates a bubble smaller than that of any other craft, your bubble is "absorbed" by the larger craft's and you are essentially under the effect of its bubble. Ships with similar bubble sizes equal out, so no affect on either ship, except that ...

Re: What about dropping Mines or Bombs during "dogfights"

Also the idea of the "turrets" that would cover a large area but not do a lot of damage is a great one if one wanted to put up defenses around an area but i also think that they should be used as a "ship" that they need fuel and ammo so that they can't infinitely be defenses. exactly, that way they...

Re: What about dropping Mines or Bombs during "dogfights"

I don't think a weapon range of "kilometers of space in all directions" is a good idea for anything short of a capital ship. range is not really the issue, it could be as short as 10 km, which isn't much, all the way to 60 km in range. its the power of the turrets, they can reach far, but won't hit...

Re: What about dropping Mines or Bombs during "dogfights"

I Still think there are two fundimental problems with mines, that can easily be dealt with by use of better mechanics. space is huge, so having enough mines, dumb smart, homing, whatever, you still need a metric ton of them, they'll EAT memory like its going out of style. secondly, mines are simply ...

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