Search found 851 matches

by Ophiuchus
Mon Jun 24, 2019 3:07 pm
Forum: Other Game Design
Topic: Fighter targetting poll
Replies: 11
Views: 433

Re: Fighter targetting poll

Targeting is IMHO finished(?). We still lack combat targetting parts to make direct damage weapons to target enemy ships first, right? I think that is mandatory to make fighters not OP. I am not under the impression that fighters are OP. I think using interceptors as cannon fodder is legitimate. Br...
by Ophiuchus
Mon Jun 24, 2019 2:35 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 488

Re: Stealth mechanics proposal

Back to the OP: with current content and without ranges implemented this basically means for all ships without ShortRange weapon parts (including stealth bombers) that stealth is reduced by 20 per combat bout, correct? Hidden ships with shortrange weapons will be visible after first bout. This proba...
by Ophiuchus
Mon Jun 24, 2019 1:37 pm
Forum: FreeOrion Project
Topic: Roadmap for next release
Replies: 16
Views: 1346

Re: Roadmap for next release

So, judging by the replies so far, I'd propose the following intial list (which, as noted, is of course subject to change): As nobody objected to the basic Influence and colony upkeep mechanics, I'd stick with these as the top item on the list, the primary feature of the next release. Although it w...
by Ophiuchus
Mon Jun 24, 2019 9:11 am
Forum: Other Game Design
Topic: RFC Multi-turn split fleet combat
Replies: 4
Views: 59

Re: RFC Multi-turn split fleet combat

I'm comparing it to a simpler form with non-split multi-turn combats (i.e., one phase of combat per turn), I misread you, but that was fruitful :lol: How about to compare it with non-split multi-turn combat with only one bout per turn? With stealth and ranges working independent of the number of bo...
by Ophiuchus
Sun Jun 23, 2019 9:56 pm
Forum: Other Game Design
Topic: RFC Multi-turn split fleet combat
Replies: 4
Views: 59

Re: RFC Multi-turn split fleet combat

Finish Combat Phase - Bout 2: SR for fleeing fleets, CR for all other fleets I see a problem here. Would fleeing fleets not be able to use their CR weapons on the enemies pursuing them while those enemies would be able to use their CR weapons? What I meant: fleeing ships do not shoot and in that bo...
by Ophiuchus
Sun Jun 23, 2019 10:16 am
Forum: Support
Topic: Bad Invasion or Combat bug in last several FO builds
Replies: 5
Views: 89

Re: Bad Invasion or Combat bug in last several FO builds

Maybe we should open one? Would you please? Would be great. We should also tag all timing-related issues or make a super-issue for that. Because its easy to break something there when fixing one of those issues. So its probably better to do it right from the beginning (for which you need to be awar...
by Ophiuchus
Sun Jun 23, 2019 10:11 am
Forum: Other Game Design
Topic: RFC Multi-turn split fleet combat
Replies: 4
Views: 59

RFC Multi-turn split fleet combat

In one of the latest tactical combat groundhog days someone suggested making combat more tactical by allowing for user-interaction. In response I came up with an idea which would allow one to make a few tactical decisions while battle lasts without compromising the offline turn flow. I myself was no...
by Ophiuchus
Sat Jun 22, 2019 10:36 pm
Forum: Support
Topic: Bad Invasion or Combat bug in last several FO builds
Replies: 5
Views: 89

Re: Bad Invasion or Combat bug in last several FO builds

Note that is a known regression which happened when the meter growth was migrated from c++ to FOCS.
I think there should be an open issue (?)
by Ophiuchus
Sat Jun 22, 2019 5:37 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 488

Re: Stealth mechanics proposal

Oberlus wrote:
Sat Jun 22, 2019 11:36 am
So, a ship set to passive with stealth>detection+1 is enough to pass any blockade, same as currently.
Oh, I misremembered. My mistake :oops:

So sneaky mode is optional ;)
by Ophiuchus
Sat Jun 22, 2019 11:27 am
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 488

Re: Stealth mechanics proposal

For my "Sneaky" fleet order the idea was to be able to sneak past enemies (e.g. in order to strike behind enemy fortification), not to have better stealth in combat. It would be also a way to say: stay out of combat even if we get attacked. So sneaky: either take part in space combat/enforcing supp...
by Ophiuchus
Tue Jun 18, 2019 12:54 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 488

Re: Stealth mechanics proposal

2. The easiest way is to drop the idea of stealth affected by blocking supply. Then you can set all the stealth fleet to aggressive and get the same effect than with the stealth reduction plus the micromanagement workaround. I think I prefer this one (active and passive having same stealth). So act...
by Ophiuchus
Mon Jun 17, 2019 8:35 am
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 488

Re: Stealth mechanics proposal

I had some time to rethink. Lets say ships are allowed to shoot until detectable, I think all ships engaged in combat should loose stealth per bout. Else as long we don't have multi-turn spanning combat (or at least 6 bouts per combat), CR plus good stealth would overpowered. Starting with stealth d...
by Ophiuchus
Sun Jun 16, 2019 7:27 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 488

Re: Stealth mechanics proposal

The loose-stealth-per-bout-value should be defined as a game rule. Probably the second implementation is the better one. Not sure I understand. But just in case: for the proposed weapons rework, with LR, SR and CR weapons, each bout that the ship is not shooting because it is not on range yet (from...
by Ophiuchus
Sat Jun 15, 2019 11:53 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1249

Re: Influence, Control, Loyalty, Sectors (WIP)

By the way, this illustrates that my Nomes and your Sectors are so far not the same thing... Hm. For me these are basically a Variant. But if you want to further your nomes you should open another thread. Because this thread is about fleshing out my sector proposal. Indeed it should accomodate larg...
by Ophiuchus
Sat Jun 15, 2019 9:42 am
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 27
Views: 488

Re: Stealth mechanics proposal

All very interesting ideas (crossing through blockade, slow&hidden setting, multiple kinds of detection stealth - you forgot Psi by the way) but for the later, though having active detection being very efficient at detection but hindering tremendously one's stealth is a very interesting game mechan...