Search found 1419 matches

by Krikkitone
Sun Jan 20, 2019 8:24 pm
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 17
Views: 282

Re: Paradigm shift growth special buildings

Vezzra wrote:
Sun Jan 20, 2019 2:49 pm
What's "rubber banding"?
Anything that
1. makes it harder to get ahead the farther ahead you already are
2. makes it easier to get ahead the farther behind you are

Like a rubber band connecting the first place and last place in a racing game.
by Krikkitone
Fri Jan 18, 2019 3:32 pm
Forum: Other Game Design
Topic: Diplomacy and happyness effects
Replies: 2
Views: 63

Re: Diplomacy and happyness effects

What I would like to see in Diplomacy and Happiness interaction is for Happiness to be a mechanism to empower Diplomacy, such that "diplomatic bonuses" etc. are merely ways to play the AI. So for example, If you give a gift to another empire, you get more happiness (based on how powerful that empire...
by Krikkitone
Thu Jan 10, 2019 4:43 pm
Forum: Other Game Design
Topic: late game colonization/invasion nerf
Replies: 7
Views: 124

Re: late game colonization/invasion nerf

In the FreeCiv player gets happiness penalty for cities number over some limit based on chosen government. I think this is the better solution, once influence is implemented. Although it probably is worthwhile to make the impact of environment greater (techs that only provide boosts on ideal enviro...
by Krikkitone
Wed Oct 17, 2018 9:03 pm
Forum: Other Game Design
Topic: Combat Preferred Targetting
Replies: 56
Views: 1628

Re: Combat Preferred Targetting

Possible Targets would be conceptually simpler than priority targets, and force a degree of "combined arms" (every decent assault fleet will need to be able to attack boats/missiles, ships, and planets)

It would also force a degree of consideration of the enemy
by Krikkitone
Mon Aug 27, 2018 2:52 am
Forum: Other Game Design
Topic: Combat Preferred Targetting
Replies: 56
Views: 1628

Re: Combat Preferred Targetting

Firstly, no realism. The idea that combat is random (and relies on attempting to damage an enemy that is attempting to damage you) works well enough. However if there needs to be weapons builds that do some degree of countering each other, there needs to be excluded targets OR preferred targets. Exc...
by Krikkitone
Wed Jun 13, 2018 10:42 pm
Forum: Other Game Design
Topic: How does it work focus switching?
Replies: 32
Views: 1991

Re: How does it work focus switching?

An issue is a simple >1 multiplier doesn't always work. I think thats a balancing issue and depends on the game content. So it is a heuristic, the same as the 10% decrease you proposed. I would prefer have not too many effects complicating the calculation. So if a simpler approach suffices I would ...
by Krikkitone
Thu Jun 07, 2018 9:48 pm
Forum: Other Game Design
Topic: How does it work focus switching?
Replies: 32
Views: 1991

Re: How does it work focus switching?

An issue is a simple >1 multiplier doesn't always work. Imagine a species whose worlds can be 10 ind, 0 res or 0 ind, 100 res If meters grow at 1 and drop at 2 Res Focus... 0, 100 switch to Ind focus for 10 turns 10, 80 switch to Res focus for 20 turns (Ind hits 0 after 5 turns) 0,100 and repeat You...
by Krikkitone
Fri Jun 01, 2018 9:59 pm
Forum: Other Game Design
Topic: How does it work focus switching?
Replies: 32
Views: 1991

Re: How does it work focus switching?

The key is to avoid focus bouncing back and forth for a "hybrid focus" Two ways to do that 1. make it so that amount lost is always more than the ratio of the two different targets 2. make it so that the cost of switching itself is always more than the gain #1 is better what I would do. gain=1 loss=...
by Krikkitone
Thu May 31, 2018 3:06 pm
Forum: Other Game Design
Topic: How does it work focus switching?
Replies: 32
Views: 1991

Re: How does it work focus switching?

What I don't understand is, why isn't it simpler? Toss the immediate cost for switching. Increase the drop rate. Sure, that's a possible viable approach. However, the basic issue here is that the scale of the various meters is not comparable. For switching between industry and research that works, ...
by Krikkitone
Wed May 30, 2018 11:24 pm
Forum: Other Game Design
Topic: How does it work focus switching?
Replies: 32
Views: 1991

Re: How does it work focus switching?

What I don't understand is, why isn't it simpler? Toss the immediate cost for switching. Increase the drop rate. That is if you want to avoid focus dance, make the per turn cost greater then the per turn benefit. Which currently is not true. so focus dance is viable. current +1, -1, force energy: +...
by Krikkitone
Thu May 24, 2018 3:33 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 23
Views: 1368

Re: Policy Cards Jumble

There's presently no mechanism for policy selections being permanent, so such a mechanism that is a tradeoff between cost and strength of a part doesn't make much sense now. Hmmm... I understand. I see that making the choices temporal would be problematic. For example, I assume an empire shouldn't ...
by Krikkitone
Tue May 22, 2018 4:03 pm
Forum: Other Game Design
Topic: Allow bombardment to remove outposts
Replies: 21
Views: 1024

Re: Allow outposting of enemy outposts if undefended

The suggestion is to allow for an outpost to take over an enemy outposted planet if the following conditions are met: - The target outposted planet has no defending troops (i.e. no one to defend the planet). - The target outposted planet has no planetary shields (the cyan-ish bubble that covers the...
by Krikkitone
Tue May 15, 2018 7:17 pm
Forum: Other Game Design
Topic: Self-reproducing Organic Hulls and more
Replies: 3
Views: 910

Re: Self-reproducing Organic Hulls and more

Another thought is only "empty" hulls can reproduce. Once you add weapons/equipment they are unable to devote resources to reproductive functions.
by Krikkitone
Thu Apr 19, 2018 2:04 pm
Forum: Scripting & Balancing
Topic: Is it possible to build something on planets you dont own
Replies: 27
Views: 1680

Re: Is it possible to build something on planets you dont ow

except a colony building does not move a planet from "unowned"->"owned" only ships (outpost/colony/troops) do that ?? I am not sure what you are getting at ?? Before there were no colony buildings and colonization got a lot better by introducing them (removed lots of redundant decisions). Look up t...
by Krikkitone
Tue Apr 17, 2018 5:18 pm
Forum: Scripting & Balancing
Topic: Is it possible to build something on planets you dont own
Replies: 27
Views: 1680

Re: Is it possible to build something on planets you dont ow

But I don't see any reason why we should enable producing buildings on planets you don't own. As Oberlus already said, build an outpost ship, plant an outpost on the planet in question, and you can build whatever you want there. If you can't do that (for whatever reason, planet not reachable, plane...