Search found 1488 matches

by Krikkitone
Tue Jun 18, 2019 3:52 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 546

Re: Stealth mechanics proposal

I think an important idea in stealth ships blocking supply is not having the game hide things from you that you know. So IF you block my supply with a stealth fleet, the fleet should be "visible" to me on the galaxy map... ie I know there is an enemy ship there (or some stealthed Monster)...I don't ...
by Krikkitone
Wed Jun 12, 2019 1:10 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1280

Re: Influence, Control, Loyalty, Sectors (WIP)

One way to both privilege small empires and control rapid expansion of number of Sectors is to have increasing number of sectors have a non linear influence maintenance cost OR a stability cost (more Sectors= a less stable empire... although the worlds will be more stable because they are all closer...
by Krikkitone
Sat Jun 08, 2019 2:20 am
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 411

Re: Opinion and Stability

I would keep opinion, but its effect would be through stability

It would be important as a way to affect stability on an entire category of worlds (includes ones you don't currently own), as well as possibly having effects on ships (which have a particular species)
by Krikkitone
Sat Jun 08, 2019 1:39 am
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 411

Re: Opinion and Stability

Stability has an obvious game effect. planet rebels/can't do things, etc. Species Opinion doesn't seem to have any sensible game effects that couldn't be worked through stability. Also, stability could be keeping the population happy and selfactualized or effectively brutally repressed ...which seem...
by Krikkitone
Sat Jun 08, 2019 1:10 am
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 411

Re: Opinion and Stability

Definitely A
by Krikkitone
Thu May 30, 2019 4:43 pm
Forum: Other Game Design
Topic: Big question: remove fuel parts?
Replies: 24
Views: 553

Re: Big question: remove fuel parts?

In terms of spamming drydocks, perhaps allow repair at any colony with X characteristics. (maybe repair depends on supply connection to a shipyard able to build the ship...and enough happiness on the repairing colony to build ships there)
by Krikkitone
Tue May 28, 2019 2:28 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 51
Views: 1184

Re: Species Values Discussion

One thought...why have the happiness column?

Opinion should be enough to get the effect, and managing individual worlds in a "happiness puzzle " seems micromanaging
by Krikkitone
Mon May 27, 2019 6:52 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 51
Views: 1184

Re: Species Values Discussion

I think the idea of the value combinations (ie ethos) applying to both species and empires is that an empire/player will attempt to "get the values" that make the species the empire conttrols happy. An empire controlling species with different values would have to tread some middle ground and use ge...
by Krikkitone
Thu May 23, 2019 11:10 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 573

Re: Types of conquest. Stability&Allegiance. Colony status

For rebels I assume they would act like normal invaders.

12 rebels added to different worlds

Defenders=25
add 12 rebels

Defenders =25-12=13

if Defenders=5
add 12 rebels

Rebels=12-5=7
(rebels are the new defenders, planet has left the empire)
by Krikkitone
Thu May 23, 2019 4:16 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 573

Re: Types of conquest. Stability&Allegiance. Colony status

I was asking for your opinion what a low stability leading to rebellion means in game terms. One result of low stability was low productivity as far as i got it in your proposal Ah, :D Yes, I think making the lower ranks of stability cause some RPI output penalty is good for gameplay, as maybe also...
by Krikkitone
Thu May 23, 2019 12:08 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 573

Re: Types of conquest. Stability&Allegiance. Colony status

The way I would have dictatorial suppression work is troops generate stability but if stability gets low enough to generate rebels, troops are killed, reducing stability so more rebels are generated next turn (killing more troops, etc.) Maybe only if implementing a "Troops generate stability" polic...
by Krikkitone
Tue May 21, 2019 8:15 pm
Forum: Other Game Design
Topic: Exoplanet simulation
Replies: 11
Views: 318

Re: Exoplanet simulation

We sort of already have the "multiple environments/planet" Each planet has a certain max population for a particular species....if it is low that means you can't use some of the planet, but you can still use a different part of the planet (even though you can colonize it)
by Krikkitone
Tue May 21, 2019 3:52 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 573

Re: Types of conquest. Stability&Allegiance. Colony status

The idea is different degrees of resistance to insecurity inducing events. There should be a range with a threshold in the middlish. One side prevents problems, the other side creates problems (rebels) the farther it is away from the threshold. A higher "stability" rating (good side of threshold) is...
by Krikkitone
Tue May 21, 2019 12:47 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 573

Re: Types of conquest. Stability&Allegiance. Colony status

An alternative is to have a double meter
(ie when Stability 0-100, colored green, is at 0, the meter displays Instability 0-100, colored red)
so effectively its 100 to -100. but always displayed as 0-100
by Krikkitone
Tue May 21, 2019 10:43 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 573

Re: Types of conquest. Stability&Allegiance. Colony status

For new Colonies starting at 0, i would either

1. Make stability meter go 100 to -100 (rebel units geerated at negative stability)
OR
2. Colonies start at 50 (or whatever neutral stability is)