Search found 19 matches
- 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.
- 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.
- 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...
- 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.
- 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 .
- 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.
- 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.
- 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.
- 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 ...
- 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.
- 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...
- 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.
- 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...
- 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?
- 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 ...
- 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.