FreeOrion

Forums for the FreeOrion project
It is currently Sat May 18, 2013 11:07 pm

All times are UTC




Post new topic Reply to topic  [ 81 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: Basic Outposts
PostPosted: Sat Mar 10, 2012 7:41 pm 
Offline
Content Scripter
User avatar

Joined: Sat Mar 17, 2007 12:28 am
Posts: 235
Bigjoe5 wrote:
ShneekeyTheLost wrote:
Since you cannot build a colony on an Asteroid Belt, removing any resource gathering from Outposts makes Asteroid Mining, and the improved version, completely worthless techs.
Yes, if that were to happen, that tech would simply be removed.

I think asteroid mining is very flavorful and beloved by lots of players.

ShneekeyTheLost wrote:
If that gets too complicated, then you could, for example, have this:

When you get Environmental Encapsulation, you can build Outpost Modules. When you get Asteroid Mining, you can build Mining Outpost Modules, which are a different beastie all together, and allows mining on that outpost. Other techs would make Farming Outpost Modules, Research Outpost modules, and Industry Outpost Modules. Actually, since Industry is a factor of population, just skip that one entirely.

This would just delay the problem that players are urged to send outposts everywhere.

I totally agree with the first post of eleazar about the implementation of outposts, but would love to see mining outposts (or advanced outposts or whatever they should be named) that can only be build on objects that cannot have colonies (Asteroids and later Gas Giants). Mining outposts should do everything a normal outpost does plus generate ressources.

_________________
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Sat Mar 24, 2012 9:39 am 
Offline
Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
Quote:
I think asteroid mining is very flavorful and beloved by lots of players.


So do I.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Sat Mar 24, 2012 2:45 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3693
Location: USA — midwest
Like i said, we have at least a couple of options to keep some sort of revised asteroid mining in the game. I'm not inclined to replace it with nothing.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Fri May 25, 2012 7:43 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3693
Location: USA — midwest
Any chance we can get "real" zero population outposts enabled soon? It would make squaring off population simpler if there were no more simulated outposts.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Fri May 25, 2012 9:53 pm 
Online
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7887
Location: Vancouver, BC
Depends on your definitions of "soon" and "real zero population outposts". I've been quite busy the last month or so, and probably will be for a few weeks more, so no much programming progress has happened. I'm also not really sure what is needed for outposts... There's probably a summary somewhere, but a new one might help.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Fri Jun 01, 2012 2:11 am 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3693
Location: USA — midwest
Outposts are generally inferior to Colonies. Their two advantages:
    They are cheaper than colonies.
    You can put them In places where colonies won't survive.

I'm sure a lot of of the desired differences can be done via scripting, so there should to be an easy way to filter by Outpost, Colony, or Outpost & Colony. Possibly the tag system can do that.

I'm probably including stuff that can be done/adjusted via scripting, but i'll err on the side of including too much

Basic Outpost Summary
    Similarities to Colonies
    * Can create supply lines (both kinds)
    * Provide vision & detection
    * Can be defended and invaded like colonies

    Differences
    * Have no population (and thus can't die from starvation)
    * Can be replaced with a colony (if you would be able to colonize without the outpost)

Details not determined:
* Should outposts be labeled with a species?
* Should outpost conquest be the same as ground combat?

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Sun Jun 03, 2012 9:02 pm 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jan 20, 2006 9:34 pm
Posts: 938
Location: GA
Quote:
* Should outposts be labeled with a species?
I think not. IF no one lives there, then there's no species for the population to be.
Quote:
* Should outpost conquest be the same as ground combat?
Much easier. No personel means only a handful of security guards.

_________________
Computer programming is fun.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Mon Jun 04, 2012 8:40 pm 
Offline
Space Dragon
User avatar

Joined: Sun Sep 25, 2011 2:51 pm
Posts: 264
marhawkman wrote:
Quote:
* Should outposts be labeled with a species?
I think not. IF no one lives there, then there's no species for the population to be.
Quote:
* Should outpost conquest be the same as ground combat?
Much easier. No personel means only a handful of security guards.

I always envisioned outpost as bases that are not unmanned, just have small enough population to not register as a settlement (a few dozen individuals). The population is not large enough to be capable of building anything sophisticated or reproduction (limited gene pool).
Outposts are enabled by environment encapsulation, which implies a small habitable space.
Then again, unmanned outposts could be realistically cheaper to sustain.

Of course any personnel present would not stand a chance against quantities of troops normally issued against colonies.

_________________
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - xkcd


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Mon Jun 04, 2012 9:23 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3693
Location: USA — midwest
em3 wrote:
I always envisioned outpost as bases that are not unmanned, just have small enough population to not register as a settlement (a few dozen individuals).
For most purposes there is little difference between the two. I could go either way, or choose whichever one makes more sense with the mechanics we ultimately choose.


em3 wrote:
Of course any personnel present would not stand a chance against quantities of troops normally issued against colonies.
My questions was weather the mechanics should be the same, not the quantities. And you could plausible suppose that a small outpost could be built with defenses that would greatly multiply the difficulty of capture, relative to a whole planet. -- this is of course assuming the goal is capture.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Mon Jun 04, 2012 11:27 pm 
Offline
Designer and Programmer
User avatar

Joined: Tue Aug 14, 2007 6:33 pm
Posts: 1770
Location: Orion
Capturing should use the same mechanics, IMO. Whether this means they also need to have a species associated with them or not depends on whether or not the species of a planet's troops depends on its species (an issue of "role"). I don't want to make any assumptions about that or any other species-related bonuses that might be associated with outposts, so I'd say yes, outposts should have species.

_________________
Warning: Antarans in dimensional portal are closer than they appear.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Sun Jun 10, 2012 4:17 am 
Online
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7887
Location: Vancouver, BC
Is there a reason an "outpost" can't just be a zero population colony? Instead of zero population meaning a colony is lost, it would just change into an outpost. The rules for colonization would be tweaked so colonizing zero max-population planets is allowed. Outpost ships would be colony ships that have a population capacity of zero. To match outposts with a condition, you'd select planets with an owner but zero population. Outposts would have all the functions of a colony that don't depend on a particular species or having nonzero population.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Wed Jun 13, 2012 2:03 am 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3693
Location: USA — midwest
Geoff the Medio wrote:
Is there a reason an "outpost" can't just be a zero population colony?

Several minutes pondering could find no flaw with that approach.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Wed Jun 13, 2012 2:51 am 
Online
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7887
Location: Vancouver, BC
eleazar wrote:
Geoff the Medio wrote:
Is there a reason an "outpost" can't just be a zero population colony?
Several minutes pondering could find no flaw with that approach.
A first try at that has been committed. I didn't try making a zero-capacity colony part, but zero-target-population planets can be colonized, will then have their population die off (and species set to none), and can be re-colonized, all while staying owned by the same empire. These planets retain their resource output abilities, and still have shields, detection, fleet supply, and other colony-type abilities and properties. Presumably invasions should work the same regardless of what amount of population is present on a planet.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Thu Jun 14, 2012 9:11 pm 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jan 20, 2006 9:34 pm
Posts: 938
Location: GA
question: how does that interact with Phototrophic?

_________________
Computer programming is fun.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Fri Jun 15, 2012 12:27 am 
Offline
Designer and Programmer
User avatar

Joined: Tue Aug 14, 2007 6:33 pm
Posts: 1770
Location: Orion
marhawkman wrote:
question: how does that interact with Phototrophic?

I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting species

_________________
Warning: Antarans in dimensional portal are closer than they appear.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 81 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group