Search found 544 matches

by em3
Mon Apr 22, 2019 7:47 pm
Forum: Graphics
Topic: themed tech category icons
Replies: 12
Views: 147

Re: themed tech category icons

The latter is more flavorful, the former is more concise when discussing strategy and easier to remember.
by em3
Mon Apr 22, 2019 7:18 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 17
Views: 83

Re: Themed Tech Tree Fundamentals

I think your idea of atomic/orthogonal functional branches is not the best option left. I'll reply more verbosely, when I have more time, but I think that is a gross oversimplification of what Vezzra suggests. It all boils down to "you keep using this word. I don't think it means what you think it ...
by em3
Mon Apr 22, 2019 2:37 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 82
Views: 1293

Re: Themed tech cateogries (Help wanted)

That being said I was assuming all the time, that you were actually designing the very thing that Vezzra described and that the 4-5 trunk system was merely a prototype or initial draft. I haven't played in a while, but the idea of 10-20 themes was what appealed to me, instead of "choose your technol...
by em3
Mon Apr 22, 2019 10:01 am
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 82
Views: 1293

Re: Themed tech cateogries (Help wanted)

I'm hesitant to add a psionics theme, as only telepathic species will benefit from it. However so long as we can keep the existing tier structure (either 6 or 9), I'm okay. Though we should probably decide on that sometime soon. Actually, having the techs that are irrelevant to an empire without te...
by em3
Mon Apr 22, 2019 7:12 am
Forum: Other Game Design
Topic: Crystal weapons proposal, too complicated?
Replies: 11
Views: 107

Re: Crystal weapons proposal, too complicated?

This will get micro-managely very fast. You sometimes will need to split some ships from the fleet based on composition of event force. More fighters? Add some ships with diffractors and move ships with concentrators to a different fleet. More capital ships? Shuffle your lens ships a bit more. I'd p...
by em3
Tue Apr 16, 2019 10:47 am
Forum: Graphics
Topic: application type icons
Replies: 4
Views: 75

Re: application type icons

Arguably, population, industry etc. boosts do not require to have the "boost" icon overlaid. It sounds like a legit assumption, that they are boost either way.

I mean, they could be simple cog, flask, little people etc.
by em3
Tue Apr 16, 2019 10:39 am
Forum: Other Game Design
Topic: Tamed Dyson Forest
Replies: 6
Views: 117

Re: Tamed Dyson Forest

What will happen if the system is taken over while the Dyson forest grows? Will the Dyson forest change affinity to the new owner? Or does it stays loyal and interfere with operations of the new residents? Or maybe it reverts to unowned (monster) version? Does it still grow (even if conquering empir...
by em3
Tue Mar 05, 2019 1:59 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 71
Views: 1601

Re: Ship weapons rework

An intermediate step would be to introduce weapons that are, currently, mechanically indistinguishable from the direct fire weapons we already have, but to assume they will be modified into more interesting weapon types once the backend can handle their awesomeness.
by em3
Tue Mar 05, 2019 12:30 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 71
Views: 1601

Re: Ship weapons rework

Mech: "Asteroid accelerator" Hurls asteroids at the enemy. Awesome. Slow, but high damage. No notion of slow weapons. combatTargets only ships with low speed. If I recall correctly, there were some plans for missles at one point. There should be missles, torpedoes and other slow, long range weapons...
by em3
Fri Feb 22, 2019 1:04 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 82
Views: 1293

Re: Themed tech cateogries (Help wanted)

The tech categories should definitely be decoupled from species metabolism. First, I would not want to be forced to research a particular category by selecting a starting species. Second, I would not want to have trouble improving any native or other species I acquire just because they have differen...
by em3
Mon Jan 28, 2019 5:31 pm
Forum: Other Game Design
Topic: Make shipyards & drydock implicit (not a building)
Replies: 36
Views: 1264

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

I suppose I assumed the basic shipyard should be implicit, but also extremely basic. Only able to produce light craft.
by em3
Mon Jan 28, 2019 11:11 am
Forum: Other Game Design
Topic: Make shipyards & drydock implicit (not a building)
Replies: 36
Views: 1264

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

The exception for basic hull is so that home world could build ships and still do other things.

Maybe indicate, that basic hull is the only hull the can be assembled on planet surface, as opposed to an orbital installation?
by em3
Mon Jan 28, 2019 10:23 am
Forum: Other Game Design
Topic: Make shipyards & drydock implicit (not a building)
Replies: 36
Views: 1264

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

How about introducing handicaps to planets with a shipyard? Maybe prohibiting foci other than ship building? Reducing supply meter? Shipyards could be required only to build and repair larger and more advanced hulls and parts, while basic hull with early tech parts could be built anywhere. EDIT: fix...
by em3
Wed Jan 23, 2019 7:00 pm
Forum: Other Game Design
Topic: Tech tree per species type
Replies: 18
Views: 784

Re: Tech tree per species type

Oberlus wrote:
Sun Jan 20, 2019 5:48 pm
Jaumito wrote:
Sun Jan 20, 2019 5:39 pm
the T/A/R research model
Wat?
Theory/Application/Refinement
by em3
Sat Jan 19, 2019 2:00 am
Forum: Other Game Design
Topic: Tech tree per species type
Replies: 18
Views: 784

Re: Tech tree per species type

How would that work in multi-species empires?

Sum of research trees?

What about research points? Can gaseous liveforms help their organic compatriots research canned meat?