Search found 1415 matches

by Krikkitone
Mon Aug 27, 2018 2:52 am
Forum: Other Game Design
Topic: Combat Preferred Targetting
Replies: 40
Views: 551

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: 1494

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: 1494

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: 1494

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: 1494

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: 1494

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: 966

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: 697

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: 776

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: 1220

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: 1220

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...
by Krikkitone
Thu Mar 29, 2018 2:36 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 23
Views: 966

Re: Policy Cards Jumble

Well I think the number of "slots" should be limited to between 5 and 20 the total number of "cards" that are available at any one time (you could have cards that make older cards obsolete) should probably be in the range of 20-100 (something like 5-10 "cards" to start) I think generally having a li...
by Krikkitone
Fri Mar 23, 2018 9:27 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 23
Views: 966

Re: Policy Cards Jumble

A key feature of Free Orion is that Species doesn't equal Empire. Very true, and something I would keep. So presumably it would be if your "imperial species" is Xenophobic, you can/cannot choose those. Or "imperial species" must be Telepathic for Gestalt.... possibly some technology could allow you...
by Krikkitone
Thu Mar 22, 2018 2:33 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 23
Views: 966

Re: Policy Cards Jumble

I like that set of ideas One thought... about Xenophilia/phobia and access for Xenophobic species. (and mention of imperial species) A key feature of Free Orion is that Species doesn't equal Empire. So presumably it would be if your "imperial species" is Xenophobic, you can/cannot choose those. Or "...
by Krikkitone
Thu Feb 22, 2018 3:38 pm
Forum: Other Game Design
Topic: Scripted Government - Please try and give feedback
Replies: 26
Views: 1267

Re: Scripted Government - Please try and give feedback

But if the name seems limiting, then I propose "Social Institutions" for the parts that make up your society. They can likely / should be called "Policies". My guess is there will be a few categories of them, like "Sociological", "Economic", "Military", and similar, in which there will be a few slo...