Search found 1436 matches

by Krikkitone
Fri Mar 08, 2019 12:57 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 41
Views: 703

Re: Ship weapons rework

If I recall correctly, there were some plans for missiles at one point. There should be missiles, torpedoes and other slow, long range weapons added at some point. They would fit great into mechanical branch (with some "ion torpedoes" in energy branch and "corrosive spores" in bio branch and lockin...
by Krikkitone
Fri Mar 01, 2019 4:47 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 29
Views: 551

Re: Themed tech cateogries (Help wanted)

Is everybody supposed to research from every category, mainly deciding what you skip? Or would one usually try to advance a low number of categories to reap the high level benefits? So for example if we say one for each of the high level strategies it would be important/mainly ok to focus on two ca...
by Krikkitone
Thu Feb 28, 2019 6:18 pm
Forum: Other Game Design
Topic: Two kinds of terraforming?
Replies: 10
Views: 208

Re: Two kinds of terraforming?

get it instantly on completion, but ridiculously expensive Well, it must be balanced so that it is still a useful strategy. If getting +3*HabSize is going to cost you more than a invasion party (that will get you something like 10 or 15*HabSize, you will always prefer conquering others colonies ove...
by Krikkitone
Thu Feb 28, 2019 4:47 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 41
Views: 703

Re: Ship weapons rework

Fighters
Bombers for hitting planets
Possibly a "capture beam"... basically hacking the enemy ship if it does the killing blow

Biotech+Mech could also have Fighters/Bombers/Missiles
by Krikkitone
Thu Feb 28, 2019 4:45 pm
Forum: Other Game Design
Topic: Two kinds of terraforming?
Replies: 10
Views: 208

Re: Two kinds of terraforming?

I like the idea to have two kinds of terraforming, but I don't think it's a good idea to make the bio terraforming slower than the mechanical one. The bio category should be better at this than the mechanical one, to make bio terraforming slow would be a huge disadvantage. Bio terraforming would be...
by Krikkitone
Wed Feb 27, 2019 7:58 pm
Forum: Other Game Design
Topic: Two kinds of terraforming?
Replies: 10
Views: 208

Re: Two kinds of terraforming?

I'm working (thinking) on the themed tech categories, following Krikkitone's suggestion (Physics, Mechanical, Biotech, Cybernetics) . There he placed terraforming in the Mech category, and I've got this idea: Life itself is a form of (slow, low-cost) terraforming, changing environment to better acc...
by Krikkitone
Tue Feb 26, 2019 4:34 am
Forum: Other Game Design
Topic: Make shipyards & drydock implicit (not a building)
Replies: 36
Views: 928

Re: Make shipyards & drydock implicit (not a building)

A negative marginal value for additional worlds and a conquest victory condition don't mix well. You can wind up with games on large maps where the game stagnates because nobody can manage a galactic empire. This is probably realistic, but it's deeply unfun. Well Technology should improve to the po...
by Krikkitone
Tue Feb 26, 2019 4:30 am
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 9
Views: 281

Re: Planetary defense redesign

That could be a problem, a planet that is being attacked could be cut off from supply. I don't see using it everywhere myself, though could see where some would. I meant buildings that only boost local defense are not an option. But ministries (supply-connected boost) are. The problem with that a p...
by Krikkitone
Thu Feb 21, 2019 10:14 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 29
Views: 551

Re: Themed tech cateogries (Help wanted)

I think if they are to be themes, they should be actual Themes (instead of just metabolism research categories).. you would mostly get 1 or two with a few tiny bits of the others Each should have some weapons, governments/policies and means of boosting RSI and population (although some more than oth...
by Krikkitone
Tue Feb 12, 2019 6:15 pm
Forum: Other Game Design
Topic: Make shipyards & drydock implicit (not a building)
Replies: 36
Views: 928

Re: Make shipyards & drydock implicit (not a building)

... Uhm, is influence going to work this way? That seems to be the general idea. Each colony costs X influence, where X increases with the total number of colonies So to maintain an stable empire your percentage of influence focused colonies must increase as you grow OR your influence tech (or tech...
by Krikkitone
Thu Feb 07, 2019 6:47 pm
Forum: Other Game Design
Topic: TAR model: Theories only require other theories?
Replies: 46
Views: 1221

Re: TAR model: Theories only require other theories?

Like that idea
so there is Tier, App, Refinements (of tiers and apps)

Apps and Refinements can be researched
Tiers are not researched, but are just unlocked

Apps and Refinements of Tiers contribute to opening the next Tier
by Krikkitone
Sun Feb 03, 2019 9:29 pm
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 9
Views: 281

Re: Planetary defense redesign

I wasn't sure about increased defense with planet size... but I think It does fit because, large planets are economic powerhouses, small planets are supply powerhouses large planets provide the base that you don't want taken, small planets are the connections (more strategic than "value by volume') ...
by Krikkitone
Fri Feb 01, 2019 4:49 am
Forum: Other Game Design
Topic: Make Infrastructure tune down exponential growth
Replies: 4
Views: 180

Re: Make Infrastructure tune down exponential growth

I definitely like it. Infrastructure becomes a "time investment" in a planet (with some techs/environment helping with the "tall" portion) It also makes bioweapons much nicer (kill population, not infrastructure) I would suggest -infrastructure rate of increase (and possibly maximum) is worse on poo...
by Krikkitone
Tue Jan 29, 2019 6:18 pm
Forum: Other Game Design
Topic: TAR model: Theories only require other theories?
Replies: 46
Views: 1221

Re: TAR model: Theories only require other theories?

I suppose I should refine my previous post a bit... I don't like required do-nothing techs. If there was a "theory" / do nothing tech in some cases, which is optional but still gives the effect of unlocking the next tier, that would be fine. I'd actually like having several ways to unlock tech tier...
by Krikkitone
Mon Jan 28, 2019 8:31 pm
Forum: Other Game Design
Topic: TAR model: Theories only require other theories?
Replies: 46
Views: 1221

Re: TAR model: Theories only require other theories?

The "Theories do nothing" issue of strategy (long term investment with no immediate payout) v. game reward (spending time without a reward) can probably be solved by 1. having the "Theories" have a fairly limited investment (ie a large number of minimum turns) So you will be working on a Theory (no ...