Search found 19 matches
- Thu Mar 17, 2011 4:58 pm
- Forum: General Discussion
- Topic: Release Dates
- Replies: 1
- Views: 1333
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?
- Sun Feb 13, 2011 9:56 am
- Forum: Other Game Design
- Topic: Stockpiles
- Replies: 43
- Views: 4224
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 microm...
- Sun Feb 06, 2011 5:37 am
- Forum: Other Game Design
- Topic: Design Pad 0.4 - Comments
- Replies: 3
- Views: 1038
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...
- Fri Feb 04, 2011 4:56 pm
- Forum: Other Game Design
- Topic: Tech idea: Wormhole Generator
- Replies: 8
- Views: 1272
Re: Tech idea: Wormhole Generator
In the GUI maybe wormholes could be represented by an icon, with the path showing on mouse-over.
- Fri Feb 04, 2011 2:57 am
- Forum: Other Game Design
- Topic: Stockpiles
- Replies: 43
- Views: 4224
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
- Thu Feb 03, 2011 9:58 pm
- Forum: Graphics
- Topic: Procedurally Created Planets (other projects)
- Replies: 2
- Views: 2426
Re: Procedurally Created Planets (other projects)
Amazing...!! If this sort of thing gets rolling then it could really revolutionize space exploration gaming...
- Thu Feb 03, 2011 9:53 pm
- Forum: Graphics
- Topic: Species Icons
- Replies: 41
- Views: 18127
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?
- Thu Feb 03, 2011 9:47 pm
- Forum: Other Game Design
- Topic: Tech idea: Wormhole Generator
- Replies: 8
- Views: 1272
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 ...
- Thu Feb 03, 2011 9:32 pm
- Forum: Other Game Design
- Topic: Stockpiles
- Replies: 43
- Views: 4224
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...
- Mon Jan 31, 2011 6:37 am
- Forum: Other Game Design
- Topic: Stockpiles
- Replies: 43
- Views: 4224
Re: Stockpiles
I like the idea of building effects being modulated by resource focus!
- Mon Jan 31, 2011 3:02 am
- Forum: Other Game Design
- Topic: Stockpiles
- Replies: 43
- Views: 4224
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...
- Sat Jan 29, 2011 4:57 pm
- Forum: Other Game Design
- Topic: Galaxy Map designator for known/unknown systems
- Replies: 41
- Views: 2900
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
Short-range sensors for determining the properties of those objects
- Thu Jan 27, 2011 8:40 pm
- Forum: Other Game Design
- Topic: Galaxy Map designator for known/unknown systems
- Replies: 41
- Views: 2900
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.
- Thu Jan 27, 2011 7:59 pm
- Forum: Other Game Design
- Topic: Stockpiles
- Replies: 43
- Views: 4224
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...
- Thu Jan 27, 2011 3:13 am
- Forum: General Discussion
- Topic: Newbie: First Play (v0.3.15) and First Thoughts
- Replies: 13
- Views: 3524
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...