Search found 1508 matches

by Krikkitone
Fri Nov 15, 2019 3:26 pm
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 14
Views: 413

Re: Ships in production should cost upkeep

Well the goal should be to allow that ability without "fiddling" So proposal Ships in queue; -cost maintenance if you are not working on them -are visible Ships can be put into 'hiding/mothballs' where they cost less mainentnance & are hidden but require production to "reactivate" (but that can be d...
by Krikkitone
Tue Nov 12, 2019 4:07 am
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 14
Views: 413

Re: Ships in production should cost upkeep

There is the surprise factor there....
(meaning the issue is that ships under production-
1-cost no maintenance
2-are undetected
by Krikkitone
Mon Nov 11, 2019 7:53 pm
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 14
Views: 413

Re: Ships in production should cost upkeep

If something is in the queue, every turn that it does not receive PP, it loses some PP.. So the upkeep is not charged to your "general PP" it is charged against the object itself. Would need to add a way to keep it from finishing while re-enabling it intermittantly to top-up to within one turn of c...
by Krikkitone
Fri Nov 08, 2019 4:03 pm
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 14
Views: 413

Re: Ships in production should cost upkeep

One possible solution.

If something is in the queue, every turn that it does not receive PP, it loses some PP.. So the upkeep is not charged to your "general PP" it is charged against the object itself.
by Krikkitone
Wed Oct 02, 2019 1:40 am
Forum: Scripting & Balancing
Topic: Reducing planet's population upon conquest
Replies: 13
Views: 6621

Re: Reducing planet's population upon conquest

Definitely have collateral damage (including to population) from ground combat However, I think if unhappy population -> rebels -> ground combat -> collateral damage Then you don't need a massive 80-90% per round of conquest, you could have it depend on the amount of troops.. or even just 10-20% (if...
by Krikkitone
Wed Oct 02, 2019 1:32 am
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 2332

Re: [Balance] Natives

One idea on the "more powerful"= harder to acquire Have the "Tech level" Special of the natives give both defense and population So Natives "Tech level" (Default, Moderate, or High) gives them a population cap (removed on conquest) as well as base defense (obviously removed on conquest) That way the...
by Krikkitone
Wed Sep 25, 2019 12:02 am
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 8
Views: 1217

Re: Colony and fleet influence upkeep mechanics [RFC]

Well... Maybe 300% wouldn't hurt. But 30% is too off, even 70%. If the maintenance is over 50% then colonization HURTS your output. There should be a set of policy cards (low Influence maintenance/world, high Influence production/world) that by the end of the game makes it worthwhile to colonize th...
by Krikkitone
Mon Sep 23, 2019 10:10 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 8
Views: 1217

Re: Colony and fleet influence upkeep mechanics [RFC]

So if you have colonized the whole Galaxy, depending on your Policy Choices, that could mean 30%, 70%, 150%, or 300% of your worlds need to be on full influence focus just to pay maintenance. More like 80%-150%. I mean, allowing for crazy strategies (regarding policy choices and anything else) that...
by Krikkitone
Mon Sep 23, 2019 7:50 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 8
Views: 1217

Re: Colony and fleet influence upkeep mechanics [RFC]

In terms of Maintenance and Un/Happiness relationship I like this model Imperial maintenance= colonies *( Min + (Max-min)*(% of galaxy colonized)) However.... Max and Min should depend on 'Policy Cards" chosen. Those "Policy Cards" could have benefits or costs So if you are incorporating a lot of ne...
by Krikkitone
Mon Sep 16, 2019 6:39 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 28
Views: 2067

Re: Should fighters really act as cannonfodder?

I think you should have weapons distinguished on what they Can target rather than what they Tend to target. Standard Weapons Only target ships and planets, even if all that is left is fighters they can't attack them PD Weapons Only target Fighters/bomber/interceptors and missiles/torpedoes if they g...
by Krikkitone
Wed Aug 21, 2019 10:56 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 19118

Re: Poll: Habitability Techs/Policies

OK, so the idea of habitability policies.... That I can see as micromanagy.. I was assuming the others would just be techs for different environment groups Sorry I missed a word in your original post. So... different techs by environment OR different techs by metabolism Policies could still work for...
by Krikkitone
Wed Aug 21, 2019 8:06 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 19118

Re: Poll: Habitability Techs/Policies

I think we can't use policies for stuff like unlocking environments, because that could lead to micromanagement or shoots on one's foot. If you unlock say poor environments, they should be unlocked for good. Same could happen with targetPopulation increases, although to a lesser degree. I don't par...
by Krikkitone
Fri Aug 16, 2019 6:03 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 19118

Re: Poll: Habitability Techs/Policies

So perhaps Bio, Mechanical->Terraforming (Slow v. Expensive) Cybernetic->selfModification (Metabolism based policies) for habitability Crystal->Environment based techs [thinking Terran/Ocean/Swamp + Tundra/Desert/Barren + Radiated/Inferno/Toxic] allow habitability/boost pop Energy->pop boosts to goo...
by Krikkitone
Fri Aug 16, 2019 4:28 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 19118

Re: Poll: Habitability Techs/Policies

2. Biotech: terraforming (possibly with reductions to time and cost) Crystal: environment specific boosts (possibly separated by policies) Cybernetic: metabolism specific habitability boosts (separated by policies) Energy: habitable environment boosts (for synergy with other themes) Mechanical: met...
by Krikkitone
Thu Aug 15, 2019 9:46 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 19118

Re: Poll: Habitability Techs/Policies

I think an important idea here is on how we want the themes to differ in terms of habitability techs/policies. Tall (ie boosts for optimum environments) v. Wide (boosts/ability to colonize for hostile environments) and Rapid (boosts apply immdeiately) v. Slow (boosts apply over time/investment ie te...