Search found 19 matches

by rnl
Wed Feb 20, 2013 9:33 pm
Forum: Top Priority Game Design
Topic: Happiness, Influence, & Allegiance
Replies: 117
Views: 40783

Re: Happiness, Influence, & Allegiance

I'm getting confused here. Is Influence suppose to be base like Intel or Politics? Also Trade would be affected by a Politics like Influence, but not a Intel one.
by rnl
Sat Feb 16, 2013 7:44 pm
Forum: Other Game Design
Topic: Intergalactic Planetary Missiles
Replies: 10
Views: 799

Re: Intergalactic Planetary Missiles

Also by sending missiles instead of ships you don't waste lives and you pop wont care about a lost missile as much. Getting the cost right is a important factor thur.
by rnl
Fri Oct 26, 2012 3:32 am
Forum: Other Game Design
Topic: Nuking a non-gaseous planet enough may make it Radiated
Replies: 13
Views: 1069

Re: Nuking a non-gaseous planet enough may make it Radiated

I'm not talking about a ability, I'm talking about a side of a battle. We, U.S., use depleted uranium armor already on our tanks, which gives us good protection against other tank. But at the same time pieces of depleted uranium are left behind on the ground every time that armor is hit. Are you tel...
by rnl
Thu Oct 25, 2012 10:21 pm
Forum: Other Game Design
Topic: Nuking a non-gaseous planet enough may make it Radiated
Replies: 13
Views: 1069

Re: Nuking a non-gaseous planet enough may make it Radiated

While I agree that it's a powerful effect, we can do this right now. I think every weapon should be able to do this, if only a little bit. Then you can add guide weapons tech, which would weaken the effect, and also this would make troops more important as well.
by rnl
Sun Oct 07, 2012 11:04 am
Forum: Other Game Design
Topic: Factories vs Buildings
Replies: 21
Views: 1255

Re: Factories vs Buildings

Ok then, how about having the infrastructure meter start being affected once you begin building the factory, instead of waiting until it done building. This way if a player wants to build multiple buildings they should see the drain start on infrastructure .
by rnl
Sat Oct 06, 2012 4:58 pm
Forum: Other Game Design
Topic: Factories vs Buildings
Replies: 21
Views: 1255

Re: Factories vs Buildings

Instead of the enable/disable button, what not:
- Reduce the ability by the percent it needs to work a full power.
- Have a set min. that the building needs to work before it shutdown.
- Allow the players to set a list on which order the buildings shut down.
by rnl
Thu Sep 20, 2012 11:28 am
Forum: Play-Testing Feedback
Topic: Notes on rev 5222
Replies: 21
Views: 2484

Re: Notes on rev 5222

Install the game on a USB drive, that's how I play at work with no problems.
by rnl
Mon Sep 03, 2012 2:11 pm
Forum: Other Game Design
Topic: Tech out if starlanes
Replies: 2
Views: 312

Re: Tech out if starlanes

Sorry Skyfire but for the AI to use the star gate tech currently, it would have to know where all the other systems are in related to it's targeted system anyway. And as the current system is it would not be that hard to write the code to know where fleets are related to it's target. Now setting up ...
by rnl
Mon Sep 03, 2012 1:59 pm
Forum: Other Game Design
Topic: Multiple sets of Foci
Replies: 13
Views: 818

Re: Multiple sets of Foci

I second the idea of a system Foci. It would cover the system wide affects, which planet shouldn't have to worry about. It could be place beside or under the system name. I don't see a problem to multi player in the same system, each player would have a different foci pull down.
by rnl
Mon Sep 03, 2012 1:46 pm
Forum: Other Game Design
Topic: Build Queue Templates
Replies: 15
Views: 825

Re: Build Queue Templates

I like the idea of increasing the cost of SY and then relating the rate amount of the SY more to the pop level of that planet. So while you could have SY everywhere, it would not be worth it do to the planet's low pop amount. Also a maintenance cost added to ships and infrastructure would help as we...
by rnl
Sun Mar 25, 2012 10:08 pm
Forum: Scripting & Balancing
Topic: New tech idea: Xenopaleontology
Replies: 30
Views: 4299

Re: New tech idea: Xenopaleontology

What if that species hates all things not it's own, Thinking "Ghost of Mar" like only you created them bodies. Now you created a new enemy instead of a slave race.
by rnl
Thu Oct 20, 2011 7:12 pm
Forum: Other Game Design
Topic: Tech Tree Discussion: FO vs. MoO2
Replies: 50
Views: 6651

Re: Tech Tree Discussion: FO vs. MoO2

In conclusion. The main structure (the theories) of the tech tree should be simple (and linear). Applications should sometimes be crosslinked. Refinements should not just be repeated applications with better numbers and they should be harder to get by research or stealing. Reseaching everything sho...
by rnl
Fri Oct 07, 2011 5:02 pm
Forum: Other Game Design
Topic: Basic Outposts
Replies: 80
Views: 7048

Re: Basic Outposts

But anything on a planet, even a ship, can be turn into a colony based on funding and the willingness of people to live there. Can you Please give an example where this is not poss. on this planet?
by rnl
Fri Oct 07, 2011 3:45 am
Forum: Other Game Design
Topic: Basic Outposts
Replies: 80
Views: 7048

Re: Basic Outposts

Hi first time here so bear with me plz. 1. So the way I see it your outpost question comes down to is it a land base or space base? Space base -Are basely space ship with no engines -Can Provide detection, research, Intel, supplyies, repair. -Does Not provide any raw material resource however. -Can ...
by rnl
Sun Oct 02, 2011 8:58 pm
Forum: Support
Topic: ? about troops
Replies: 11
Views: 1471

Re: ? about troops

No problem, here's the file. and Thanks again.