Search found 19 matches

by MGyver
Thu Mar 17, 2011 4:58 pm
Forum: General Discussion
Topic: Release Dates
Replies: 1
Views: 1106

Release Dates

The wiki doesn't seem to have the release dates of the various alpha versions. Is this something that could be displayed in the future?
by MGyver
Sun Feb 13, 2011 9:56 am
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 1213

Re: Stockpiles

If it's proportional to population, then that would give players motivation to depopulate planets that may soon be captured, just so that their stockpiles will be automatically shipped to other planets. Likely any other "simple" rule will have similar odd results or motivations for micromanging thi...
by MGyver
Sun Feb 06, 2011 5:37 am
Forum: Other Game Design
Topic: Design Pad 0.4 - Comments
Replies: 3
Views: 693

Design Pad 0.4 - Comments

I finally took the time to read through the v0.4 design pad thoroughly. Some comments: Planetary Shields It doesn't make sense to me that troops and bio-weapons can penetrate a shield while other objects cannot. Perhaps several types of shield can be developed as tech advances progress? Repulsive sh...
by MGyver
Fri Feb 04, 2011 4:56 pm
Forum: Other Game Design
Topic: Tech idea: Wormhole Generator
Replies: 8
Views: 601

Re: Tech idea: Wormhole Generator

In the GUI maybe wormholes could be represented by an icon, with the path showing on mouse-over.
by MGyver
Fri Feb 04, 2011 2:57 am
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 1213

Re: Stockpiles

Sorry eleazar, I'm just brainstorming. My ideas might be redundant in some ways but they might inspire something else down the line... and hopefully that something else isn't a swift boot off the forum :P
by MGyver
Thu Feb 03, 2011 9:58 pm
Forum: Graphics
Topic: Procedurally Created Planets (other projects)
Replies: 2
Views: 1512

Re: Procedurally Created Planets (other projects)

Amazing...!! If this sort of thing gets rolling then it could really revolutionize space exploration gaming...
by MGyver
Thu Feb 03, 2011 9:53 pm
Forum: Graphics
Topic: Species Icons
Replies: 41
Views: 11752

Re: Species Icons

Looks great! I love even the thought of having so many minor species involved in the game! Icons look great, and are still recognizable at the small size. Are you planning on having significant gameplay/tech differences between species?
by MGyver
Thu Feb 03, 2011 9:47 pm
Forum: Other Game Design
Topic: Tech idea: Wormhole Generator
Replies: 8
Views: 601

Re: Tech idea: Wormhole Generator

Awesome idea! I also like the idea of connecting them to otherwise-useless black holes and/or neutron stars. Perhaps the limiting factors could include a fairly easy-to-detect signature when one is created, and a 'traffic limit'. IE: I occupy the top left of the map, enemy occupies bottom right. If ...
by MGyver
Thu Feb 03, 2011 9:32 pm
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 1213

Re: Stockpiles

I still support the elimination of the classical concept of stockpiles. More ideas: Food: On-planet stockpiles, or the illusion of this. If running low on food begins to deplete population health, this would accomplish the same thing as long as those citizens can survive for a little while. In the r...
by MGyver
Mon Jan 31, 2011 6:37 am
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 1213

Re: Stockpiles

I like the idea of building effects being modulated by resource focus!
by MGyver
Mon Jan 31, 2011 3:02 am
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 1213

Re: Stockpiles

May I suggest that excess production on a planet may be used by any other planet in its star system? Ultimately, the resources of the entire system are pooled and instantaneously traded. Thus your homeworld can focus on food while other recently settled planets in its system get their infrastructure...
by MGyver
Sat Jan 29, 2011 4:57 pm
Forum: Other Game Design
Topic: Galaxy Map designator for known/unknown systems
Replies: 41
Views: 1132

Re: Galaxy Map designator for known/unknown systems

Long-range sensors for seeing what massive objects are in a system
Short-range sensors for determining the properties of those objects
by MGyver
Thu Jan 27, 2011 8:40 pm
Forum: Other Game Design
Topic: Galaxy Map designator for known/unknown systems
Replies: 41
Views: 1132

Re: Galaxy Map designator for known/unknown systems

What about adding sensor range balloons to the map? Adding a 'fog of war' perimeter would show what has been probed by sensors in the past.
by MGyver
Thu Jan 27, 2011 7:59 pm
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 1213

Stockpiles

Edit by Geoff: This thread was split from this thread Okay how about this: In practice, the physical stockpiles are kept on the individual planets on which the excess is created. Trading resources between planets could be done through instantaneous 'ethereal' central distribution, where there is no...
by MGyver
Thu Jan 27, 2011 3:13 am
Forum: General Discussion
Topic: Newbie: First Play (v0.3.15) and First Thoughts
Replies: 13
Views: 2456

Re: Newbie: First Play (v0.3.15) and First Thoughts

I found that the results of focusing were pretty extreme. It increased production a LOT in the area of focus. Perhaps this could be looked at as a tech tree branch, something down a Society/Organization branch. One or more forms of focus (food, minerals, etc) could be gained by researching one point...