Search found 841 matches

by Ophiuchus
Tue Jun 18, 2019 12:54 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 22
Views: 313

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: 22
Views: 313

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: 22
Views: 313

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: 1116

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: 22
Views: 313

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...
by Ophiuchus
Sat Jun 15, 2019 8:02 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 42
Views: 799

Re: Themed Tech Tree Fundamentals

I do not get how that is supposed to work It's supposed to work the way I described it in my post; In what way is that an adequate answer? I took time to read your post. I did not understand what you meant. Please take care. there would be no overflown resources since it would have gone to other Te...
by Ophiuchus
Fri Jun 14, 2019 4:49 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 22
Views: 313

Re: Stealth mechanics proposal

And about careful sneaking: - If a ship has enough stealth (compared to the blockading fleet detection) and is set to passive, it can cross blockade. - If it has enough stealth but is set to aggressive, it attacks the ships doing the blockade. I thought more along a the line of another fleet settin...
by Ophiuchus
Fri Jun 14, 2019 8:53 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 42
Views: 799

Re: Themed Tech Tree Fundamentals

More generally, have you tackled the question of "low-tier techs of any theme prone to a research-it-all strategy when middle game arrives"? Ideas mentioned were factoring in researched tiers by: shifting tier cost; counting the total number of tiers with researched tech; counting the total number ...
by Ophiuchus
Fri Jun 14, 2019 8:46 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 42
Views: 799

Re: Themed Tech Tree Fundamentals

WHAT? Of course the more techs there are to research (as long as they both make sense and are not necessary to win the game) the best it is! I think we are on the same page here. Count me out on this one. To me it sounds like you say that chess OF COURSE would be better if there were 32 different k...
by Ophiuchus
Fri Jun 14, 2019 8:43 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1116

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

Yes, I thought overlapping sector ranges would be the gold standard. Also we could determine the mean distance between systems at galaxy creation time and set the sector reach for fourth times that value (and/or make it a configurable property in the first iteration). You still run into the problem...
by Ophiuchus
Fri Jun 14, 2019 8:41 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1116

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

I'm still not convinced that we need sectors at all in FreeOrion. Me neither. One thing I hope: disconnecting a sector from its control planet should have strategic implicitions/ speed up mopping up defenseless empires. E.g. capture the sector capital (which usually increases stability on all secto...
by Ophiuchus
Fri Jun 14, 2019 8:05 am
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 22
Views: 313

Re: Stealth mechanics proposal

I also think this is worth to implement. It partly solves the all-or-nothing for ship combat and is quite simple. I would like to have a more refined stealth/blockade system to allow careful sneaking behind enemy lines but seeing how much is in the design pipeline we should keep all complexity to in...
by Ophiuchus
Wed Jun 12, 2019 10:38 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1116

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

First: knowing about "newly added planets to a sector" requires backend changes - one must track the sector a planet belongs to (and the state of the cooldown/the turn the change happened). This is possible, but more work. .. You could possibly do it as a temporary "transitional government" special...
by Ophiuchus
Wed Jun 12, 2019 9:58 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 28
Views: 1207

Re: Up-to-date Test Snap

Released current weekly build: freeorion_2019-06-11.470d071 rev=28 channel=beta News AI checks actually if a building may be enqueued or not (Morlic) Chat history for all (o0leg) Cmake build, boost, python compatibility enhancements (o0leg) Eaxaw art (Bestary) Debug and enhancements so the slow mult...
by Ophiuchus
Wed Jun 12, 2019 9:53 pm
Forum: General Discussion
Topic: Multiplayer slow game server
Replies: 192
Views: 2618

Re: Multiplayer slow game server

Just so you guys know, i just connected successfully to the server using snaps from last weeks (as o01eg) and this week (as TS1). Edit1: And using this weeks build as Oberlus it crashed: $ freeorion terminate called after throwing an instance of 'std::exception' what(): std::exception Aborted (Speic...