Search found 537 matches

by em3
Tue Mar 05, 2019 1:59 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

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: 37
Views: 552

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: 29
Views: 500

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: 864

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: 864

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: 864

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: 556

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: 556

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?
by em3
Thu Jan 17, 2019 9:21 am
Forum: General Discussion
Topic: How to help on the Influence&Government development for non coders?
Replies: 8
Views: 335

Re: How to help on the Influence&Government development for non coders?

"Available Policies"?
EDIT: Ok, I haven't actually played the branch, so I'm not sure what "Possible Policies" actually mean.
by em3
Fri Jan 11, 2019 5:09 pm
Forum: Play-Testing Feedback
Topic: No combat on system with visible adversaries
Replies: 18
Views: 638

Re: No combat on system with visible adversaries

I think that freeorion could benefit from formalization of turn phases. Something like: Growth phase. All natural meter growth takes place, ships are repaired and resupplied Movement phase Combat phase. All combat takes place Construction phase. PP is spent on buildings. Build offers are completed a...
by em3
Wed Jan 09, 2019 10:37 pm
Forum: Other Game Design
Topic: late game colonization/invasion nerf
Replies: 7
Views: 299

Re: late game colonization/invasion nerf

invasions could become more difficult or impossible on incompatible planet types/sizes for your species, creating the need for other species or exobots in order to successfully invade. More difficult OK (in fact, I think that's a very good idea), but never impossible, or you could get into a situat...
by em3
Tue Jan 08, 2019 11:10 am
Forum: Other Game Design
Topic: Starbases
Replies: 12
Views: 450

Re: Starbases

But a ship does not increase Supply range, which is what I want bases for. Couldn't it, though? It would have to act as a population centre, but IIRC it was already possible for ships... EDIT: No, it is not. But, theoretically, ships could be made resource centres or population centres. It does req...
by em3
Thu Jan 03, 2019 11:10 am
Forum: Other Game Design
Topic: Make blockade work for one turn only
Replies: 9
Views: 392

Re: Make blockade work for one turn only

I guess, in the end, it's just a matter of personal preference and expectations. Some people expect to be able to hold a choke point, so that the rest of their empire can be defended by a single fleet. This is simplifies strategy and feels more "board gamey" and orderly. Warfare becomes a game of po...
by em3
Wed Jan 02, 2019 6:03 pm
Forum: Support
Topic: Diplomacy? Espionage? Trade?
Replies: 3
Views: 188

Re: Diplomacy? Espionage? Trade?

Short version: it is planned, but nothing has been added so far.
by em3
Fri Dec 21, 2018 11:31 am
Forum: Other Game Design
Topic: Put scrapped ships in Stockpile?
Replies: 11
Views: 556

Re: Put scrapped ships in Stockpile?

Then ships marked for scrapping would still exist during the combat phase. It *could* be done, I suppose, but it seems like a rather big gameplay difference as an unwanted side effect. I would be perfectly fine with that. More so, combat could actually prevent scrapping. Otherwise, a player could s...