Search found 1499 matches

by Krikkitone
Mon Sep 16, 2019 6:39 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 16
Views: 215

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: 2665

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: 2665

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: 2665

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: 2665

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: 2665

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...
by Krikkitone
Thu Aug 15, 2019 5:36 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 2665

Re: Poll: Habitability Techs/Policies

As for which theme habitability boosts are in... fluff wise it depends on what you are doing to allow habitation. For a Real world example... Air Conditioning... increases the habitability of equatorial areas for Humans... NOT a biotech So some could be Metabolism specific..(and probably with a corr...
by Krikkitone
Wed Aug 14, 2019 9:11 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 34
Views: 3366

Re: Exobot Ideas

However, if I remember correctly that one of the reasons that the "Gaseous" metabolism was created was that having the growth focus and having gas giants was considered too powerful at the time. So maybe having any of the artificial species get gas giants is a bad idea. That could be solved by sett...
by Krikkitone
Thu Aug 08, 2019 1:25 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 34
Views: 3366

Re: Exobot Ideas

Having the "basic" versions be Organic, Robotic, and Lithic would be a good way to do it.
by Krikkitone
Mon Jul 29, 2019 1:46 am
Forum: Top Priority Game Design
Topic: Species Opinion & Stability/Happiness mechanics
Replies: 19
Views: 2123

Re: Species Opinion & Stability/Happiness mechanics

Agree in general Some bits though: I doubt we need a species-species relationship. As for the invading a different empire of the same species, I think that is where the planetary stability comes in. If I invade the Human world of Earth controlled by the evil Earthican Empire 1. All humans become mor...
by Krikkitone
Thu Jul 25, 2019 4:49 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 57
Views: 3870

Re: Species Values Discussion

Species with no values might actually be harder, because there is less you could do to make them like you.
by Krikkitone
Tue Jun 18, 2019 3:52 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 31
Views: 3413

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: 4012

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: 10
Views: 2237

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: 10
Views: 2237

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...