Search found 796 matches

by Ophiuchus
Sat May 25, 2019 8:23 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 20
Views: 297

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

These powerful planets are not unstable, they just are not loyal to your empire anymore. This. When reading through your statements/explanations, I'm a bit confused about what you mean/suggest when talking about loyalty/stability/happiness, and/or how they relate to each other. The statement I quot...
by Ophiuchus
Sat May 25, 2019 5:34 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 21
Views: 276

Re: Types of conquest. Stability&Allegiance. Colony status

If rebels are always equal to instability (is that possible? I assume certain policies, traits, etc. could modify the rebels generation), then ok. But if there would be need for a new meter ("rebels", probably besides "troops")... Is there any gameplay effect that is impossible or hindered unless y...
by Ophiuchus
Thu May 23, 2019 8:57 am
Forum: General Discussion
Topic: First game of the multiplayer slow game server
Replies: 13
Views: 117

Re: Multiplayer slow game server

Oh you guys can see each other? Do all of you know who is playing what species?
by Ophiuchus
Thu May 23, 2019 8:45 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 21
Views: 276

Re: Types of conquest. Stability&Allegiance. Colony status

The way I would have dictatorial suppression work is troops generate stability but if stability gets low enough to generate rebels, troops are killed, reducing stability so more rebels are generated next turn (killing more troops, etc.) Maybe only if implementing a "Troops generate stability" polic...
by Ophiuchus
Thu May 23, 2019 8:34 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 21
Views: 276

Re: Types of conquest. Stability&Allegiance. Colony status

While rebellion is often mentioned in threads I could not find proposed mechanics which explain how this actually works. I found only rebels but more as form of resistance after a colony changes the owner. I think for now (i.e. not until FO 1.0 is out) we could not simulate actual rebels and let it...
by Ophiuchus
Wed May 22, 2019 9:35 am
Forum: Other Game Design
Topic: Exoplanet simulation
Replies: 6
Views: 103

Re: Exoplanet simulation

It certainly can be used for micromanagement, but I don't think it requires to be. At least if one differentiates between fine-tuning and micromanagement One interpretation of fine-tuning is that there is a small change having a small effect and so is optional behaviour. If the optional behaviour d...
by Ophiuchus
Tue May 21, 2019 3:37 pm
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 343

Re: Exobots

From my understanding there are not supposed to be any "good" planet types in Free Orion, and so as a corollary there should not be any "bad" planet types as well. The planet types and species they have don't need to all be the same but planet types themselves shouldn't be good or bad. If you do no...
by Ophiuchus
Tue May 21, 2019 2:38 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 21
Views: 276

Re: Types of conquest. Stability&Allegiance. Colony status

An alternative is to have a double meter (ie when Stability 0-100, colored green, is at 0, the meter displays Instability 0-100, colored red) so effectively its 100 to -100. but always displayed as 0-100 IMO this alternative using only positive values is better than the other two you proposed. But ...
by Ophiuchus
Tue May 21, 2019 1:37 pm
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 343

Re: Exobots

The species are still very unevenly distributed between planet types. Most of the good_weapon species have the same preference. Your statement is half-true. ... IMO the solution is not to use planet classes as some kind of awkward, opaque and counter-intuitive balancing mechanism but to design more...
by Ophiuchus
Tue May 21, 2019 12:43 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 21
Views: 276

Re: Types of conquest. Stability&Allegiance. Colony status

For new Colonies starting at 0, i would either 1. Make stability meter go 100 to -100 (rebel units geerated at negative stability) OR 2. Colonies start at 50 (or whatever neutral stability is) Something like -100 to 100 does not exist anywhere in the game. I would hate negative numbers to show up a...
by Ophiuchus
Tue May 21, 2019 9:43 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 21
Views: 276

Re: Types of conquest. Stability&Allegiance. Colony status

TYPES OF REVOLT .. Thinking about my region-based proposal I had two insights, maybe you can comment. While rebellion is often mentioned in threads I could not find proposed mechanics which explain how this actually works. I found only rebels but more as form of resistance after a colony changes th...
by Ophiuchus
Mon May 20, 2019 9:20 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 73
Views: 2069

Re: Ship weapons rework

If... there was two different launchable objects in the combat system (missiles and drones), with drones being able to shoot every round after launched, and missiles being able to shoot only once after one additional delay round (i.e. drone and missiles launched on round 1, drones start hitting on ...
by Ophiuchus
Mon May 20, 2019 9:10 am
Forum: Graphics
Topic: application type icons
Replies: 18
Views: 323

Re: application type icons

Both the edgy set and non-edgy are good :) Probly the edgy is a bit too abstract, so I guess I prefer the non-edgy version. One suggestion: the mines icon reminds me of a lot of other things (e.g. a star, a star-shaped medal...), maybe you can use the irregular shaped explosion from the beam weapons...
by Ophiuchus
Mon May 20, 2019 8:54 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 20
Views: 297

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

I think the basic concept is good, but we need to simplify the description On first reading i like this overview, but I don't know how to apply it to my suggestion. Need to digest it before merging with the OP. I wanted to move to a detail level where implementation might be possible. So i try to i...
by Ophiuchus
Mon May 20, 2019 7:17 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 20
Views: 297

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

Again, that said, I've never been a fan of the Imperial Stockpile idea anyway. My preference would be to just remove the concept of stockpiles from the game entirely. It works well enough without it, and makes a lot of things simpler and easier, which serves the KISS purpose. The imperial stockpile...