Search found 438 matches

by labgnome
Thu Jun 20, 2019 4:59 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 96
Views: 1832

Re: Influence Discussion

Great work so far, labgnome. Thanks! Maybe it is time to flesh out more parts of the related mechanics. My two cents: That's what I am looking forward to. How will this be handled in the GUI? I don't know how we will handle the GUI, but I like your ideas. I was thinking something that would look a ...
by labgnome
Thu Jun 20, 2019 2:54 am
Forum: Other Game Design
Topic: Shipyards and Hull-Lines Rework
Replies: 13
Views: 565

Re: Shipyards and Hull-Lines Rework

Making them spawn more often was usually sufficient. I disagree with that... Making them appear more often means the possibility with a bit of luck (quick maturation) to launch Great Krakens or Juggernauts at neighbors who cannot have had the time to prepare for military counter-measures, except if...
by labgnome
Thu Jun 20, 2019 2:44 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 44
Views: 933

Re: Themed Tech Tree Fundamentals

I'm not sure about that, there have been talks of having bio-weapons (like tentacles and so on) for Organic Hulls, that is definitely Zerg-like. I'm not opposed to that, but please don't take away my laser-bearing living hulls! Well then I suppose you will need to go for multiple themes to get the ...
by labgnome
Thu Jun 20, 2019 1:40 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 96
Views: 1832

Re: Influence Discussion

Espionage Projects Espionage projects are all about information and stealing. I flipped them names of the probe and investigation projects as they made a bit more sense to me the other way around. Project Turns Repeating Direction Target Effect Infiltration Multiple No External Empire reveals plane...
by labgnome
Thu Jun 13, 2019 12:52 am
Forum: Other Game Design
Topic: Shipyards and Hull-Lines Rework
Replies: 13
Views: 565

Re: Shipyards and Hull-Lines Rework

I'll let you (collective you) decide whether to go for influence upkeep or infrastructure, but the (general, not specific to shipyards) usefulness of using infrastructure as Labgnome defends it is that building everything on the same planet as the Imperial Palace ceases to be a no-brainer... It eve...
by labgnome
Thu Jun 13, 2019 12:43 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 44
Views: 933

Re: Themed Tech Tree Fundamentals

I really like these Theme Dichotomies, I've never seen them mentioned before? I assume you mean here, most of them are known as dichotomies. I just kind of thought them up in response to the problem of being "stuck" into a single government per theme. If I may have a say about that: Biotech is NOT ...
by labgnome
Wed Jun 12, 2019 11:32 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1271

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 labgnome
Wed Jun 12, 2019 10:23 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 96
Views: 1832

Re: Influence Discussion

Given emerging consensus on things like species opinion and stability I will be re-working some of my ideas around influence projects. Namely I am thinking of calling them "Special Projects" SP, or just "Projects", so the projects aren't confused with Influence Points IP. Also I may be making a 4th ...
by labgnome
Wed Jun 12, 2019 10:14 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1271

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. Though not a programmer, I assumed that some kind of back-end change would u...
by labgnome
Wed Jun 12, 2019 8:32 pm
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 398

Re: Opinion and Stability

There hasn't been much activity, if there isn't much more I think I will proceed under the assumption that opinion influences stability. I had hoped more people would be interested but if it's just us, then I think I know how I will go. Namely I wanted a direction to go in before jumping back into d...
by labgnome
Wed Jun 12, 2019 6:13 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1271

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

I also find jump-count-distance more intuitive than fixed-euclidean-distance. But if jump-count-distance introduces too much management I should ignore my gut feeling. Meddling with starlanes changes jump-count-distance. This could be legitimate (e.g. you change the galaxy so you have better contro...
by labgnome
Wed Jun 12, 2019 2:10 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1271

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

While i think there should be strategies for small (tall) empires, the idea for sectors here should be a universal method for doing regions and stability handling so it can be the default mechanism to do this. Something I agree with as well. I want to see sectors as a mechanic not a specific strate...
by labgnome
Tue Jun 11, 2019 8:45 pm
Forum: General Discussion
Topic: Stargates
Replies: 8
Views: 1006

Re: Stargates

I think it would be cool to include (as an option during galaxy creation) ancient stargates, a couple few of them, scattered around the galaxy. Discoverable like ancient ruins and the like. Would you have them as their own building or done as something that could be uncovered from ancient ruins? If...
by labgnome
Tue Jun 11, 2019 2:46 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1271

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

[stability] would be constant across the sector, but vary between different sectors based on the distance from the capitol/core sector. This I think will only greatly encourage small, compact empires, and will discourage distributed empires. If that is true, that would be good. Currently, there is ...
by labgnome
Mon Jun 10, 2019 3:51 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1271

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

Well, Ancient Egypt historians call them Nomes, and maybe ancient egyptians did too, I'm not sure (I'm under the opinion that it's a greek name?). I don't know if it's a better descriptor than Sector, I know that since you call yours Sector and I offer a slight variation it makes things clearer if ...