Search found 47 matches

by OrigamiGuy
Sat Feb 19, 2005 11:51 pm
Forum: Critical Mass
Topic: Which do you think is best?
Replies: 6
Views: 4126

I could keep going. But my hand is tired. You type with only one hand? No wonder you don't like a lot of ships. :-) Seriously, though, I don't think the earlier versions even hold a candle to 4.0. Stealth, accountability, a mission curve... it's just better. And I don't think it differs enough from...
by OrigamiGuy
Sat Feb 19, 2005 11:41 pm
Forum: Critical Mass
Topic: Two new missile types
Replies: 16
Views: 12657

Actually, the U.S. Army has grenade launchers with distance fuses that ignore impact, so someone can fire a grenade through a wall and it won't explode until it gets through to the other side. They're pretty cool. So a penetrating missile wouldn't be unrealistic at all, though I don't know how usefu...
by OrigamiGuy
Fri Feb 18, 2005 11:30 pm
Forum: Critical Mass
Topic: Two new missile types
Replies: 16
Views: 12657

I'm all about having a scanner missile (radar missile? probe?) in the game. You could simply increase their cost and weight to balance out the advantages. I don't know about an anti-missile missile, though. What about something like countermeasures? You could have in a missile slot five rounds of ch...
by OrigamiGuy
Fri Feb 18, 2005 11:24 pm
Forum: End Of Atlantis
Topic: Lower land rather than remove land
Replies: 4
Views: 12221

Hey, there's an idea. Perhaps there could be some kind of penalty for moving, as well: easier to move downhill than uphill. It would get people from the inland into the boats quicker, at the cost of leaving more people on the vulnerable shorelines.
by OrigamiGuy
Fri Feb 18, 2005 11:21 pm
Forum: Conquest
Topic: My challenge
Replies: 6
Views: 5305

Actually, aggressive enemies make sense. I agree with you; it's the defensive ones that give me headaches. Aggressive opponents will fight back and forth, keeping the total armies down to a minimum, and paranoid opponents are too busy fortifying to attack your borders. The problem I've had in my las...
by OrigamiGuy
Thu Feb 17, 2005 7:39 pm
Forum: End Of Atlantis
Topic: My comments/questions after trying the game...
Replies: 20
Views: 30623

If you delete a hex with guys on it who have nowhere to run, then the game acts just like they had been in the water with the thing under the hex appearing on top of them. If it's a boat, then the guys go into the boat. If it's a dolphin, they're swimming with the dolphin. If it's a sea monster, the...
by OrigamiGuy
Wed Feb 16, 2005 10:29 pm
Forum: Critical Mass
Topic: Read it and weep
Replies: 6
Views: 4293

Hear, hear! Quality over quantity. Most of my custom ships have four launchers, but all of them have at least two stealth modules. It keeps them from seeing you too quickly, and it cuts down on the enemy spraying you with Daycorns from two screens away. I know the appeal of a big freaking tank, beli...
by OrigamiGuy
Wed Feb 16, 2005 10:13 pm
Forum: Conquest
Topic: My challenge
Replies: 6
Views: 5305

Wow.

I played three games on King of the Hill against 7, by your rules, and the best I could do was 147. Before I got the hang of things (get the hill first and work your way around) it took me 257 turns. Fun map, though I wonder how much the random AIs you draw affect the outcome.
by OrigamiGuy
Wed Feb 16, 2005 4:57 pm
Forum: Critical Mass
Topic: The repair bot
Replies: 40
Views: 20285

Gotcha. I'll be sure to design ships accordingly.

Now, if they could just know WHAT to repair...
by OrigamiGuy
Wed Feb 16, 2005 4:51 pm
Forum: Critical Mass
Topic: 2 modes -- resurrect dead or not
Replies: 44
Views: 49125

There are plenty of good ships at the beginning, but what I did was create two custom ships of 116 credits each, so they're available from the start. One is a great fighter that's like a cross between a Pirahna and a Dread, the other is a more combat-capable observing ship. I'll post the specs if an...
by OrigamiGuy
Wed Feb 16, 2005 5:16 am
Forum: Critical Mass
Topic: The repair bot
Replies: 40
Views: 20285

I'm a little confused too. I put a limit in that only a maximum of 4 repair bots can work each turn... That's a little ambiguous. It means one of two things: Repair bots after the first four do absolutely nothing, no matter what the first four bots roll on their 1d10 chance to repair. Every repair b...
by OrigamiGuy
Tue Feb 15, 2005 10:44 pm
Forum: End Of Atlantis
Topic: A Few Suggestions...
Replies: 3
Views: 11321

A Few Suggestions...

First of all, great game. The premise is fun, the gameplay is very good, and the strategic potential looks very promising. I hope to waste many, many hours on the final version: I've only played through the demo so far. That said, I've a few suggestions: Modify the board so that the corner islands a...
by OrigamiGuy
Mon Feb 14, 2005 5:14 pm
Forum: Critical Mass
Topic: 2 modes -- resurrect dead or not
Replies: 44
Views: 49125

Attacking a base with a mostly-crippled ship sounds like a good way to get dead. I guess it depends on how you define heroics :-).
by OrigamiGuy
Sun Feb 13, 2005 1:56 am
Forum: Critical Mass
Topic: 2 modes -- resurrect dead or not
Replies: 44
Views: 49125

I think I'm with Sean on this one. It's the same kind of mentality that goes with games like Diablo II, with Hardcore mode. I prefer dying to mean actually dying. Once resurrection is so easy, then people will abuse it. High scores will mean nothing, and the game will become just as boring as the ki...
by OrigamiGuy
Sun Feb 06, 2005 8:02 pm
Forum: Critical Mass
Topic: Just a wild idea... turrets on ships
Replies: 30
Views: 17612

Hey, now we're talking. I said before that mines could be released and then decelerate until they're stationary; they could simply be unarmed until they stop completely. Fast ships could zoom through, and big ships would be able to withstand the hit.