Search found 24 matches

by Atarlost
Tue Feb 26, 2019 2:28 am
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 9
Views: 631

Re: Planetary defense redesign

That could be a problem, a planet that is being attacked could be cut off from supply. I don't see using it everywhere myself, though could see where some would. I meant buildings that only boost local defense are not an option. But ministries (supply-connected boost) are. The problem with that a p...
by Atarlost
Tue Feb 26, 2019 2:20 am
Forum: Other Game Design
Topic: Make shipyards & drydock implicit (not a building)
Replies: 37
Views: 2067

Re: Make shipyards & drydock implicit (not a building)

A negative marginal value for additional worlds and a conquest victory condition don't mix well. You can wind up with games on large maps where the game stagnates because nobody can manage a galactic empire. This is probably realistic, but it's deeply unfun.
by Atarlost
Tue Feb 26, 2019 1:55 am
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 22
Views: 1269

Re: Paradigm shift growth special buildings

...or a very short tech tree to keep the game contested into the late game Why? As long as there are mechanics in place which sufficiently deter certain empires to get too easily too far ahead in research, I don't see the problem with large tech tree. On the contrary, if research is to be an import...
by Atarlost
Mon Jan 14, 2019 5:21 am
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 22
Views: 1269

Re: Paradigm shift growth special buildings

Tech leak rate isn't just based on diplomacy and espionage spending, but also on how valuable the people with the tech consider denying it to you, how open your respective societies are, how similar your languages and mathematical notations are, the ramifications of the technology, and a large measu...
by Atarlost
Sat Oct 14, 2017 12:33 am
Forum: Other Game Design
Topic: Tech to change star type?
Replies: 23
Views: 1381

Re: Tech to change star type?

But all the value of a blue star is lost by turning it into a black hole. It stops benefiting phototropes, can no longer run your stellar generator (which I'm pretty sure would have stacked with the black hole generator), and while they retain the ability to build energy hulls the value added there...
by Atarlost
Sat Oct 14, 2017 12:04 am
Forum: Play-Testing Feedback
Topic: Feedback after couple of games
Replies: 21
Views: 1436

Re: Feedback after couple of games

For what it's worth, we're very open that the current numbers (all of them, including launch bay capacity) for Fighters are subject to review, Geoff picked the initial numbers and I then tried to tweak and balance them so they were workable, I'm still not sure I made the right call in making them u...
by Atarlost
Fri Oct 13, 2017 9:43 am
Forum: Other Game Design
Topic: Tech to change star type?
Replies: 23
Views: 1381

Re: Tech to change star type?

Well, then, I wouldn't mind changing red to blue start requirement for the artificial blackhole :) Ah, but as MatGB pointed out, that would make blue stars far too valuable. But all the value of a blue star is lost by turning it into a black hole. It stops benefiting phototropes, can no longer run ...
by Atarlost
Fri Oct 13, 2017 9:00 am
Forum: Play-Testing Feedback
Topic: Feedback after couple of games
Replies: 21
Views: 1436

Re: Feedback after couple of games

5. Fighter seem almost useless so far You are aware that fighters are shield-piercing? Also, a carrier can always upgrade to the latest and best fighters available, opposed to weapons, where only upgrades to better refinement levels is possible. That's a good argument for bombers, but fighters are ...
by Atarlost
Fri Oct 13, 2017 8:37 am
Forum: Play-Testing Feedback
Topic: AI should build carriers under some circumstances.
Replies: 4
Views: 448

Re: AI should build carriers under some circumstances.

Either it's not something the stable branch has caught up to or I missed it then. Oh, I recall pretty clearly that was an important thing to have working for 0.4.7, as part of the whole fighters rollout. Are you fielding shielded ships? I think the AI doesn't start using Fighters/Carriers until it ...
by Atarlost
Fri Oct 06, 2017 5:10 pm
Forum: Play-Testing Feedback
Topic: AI should build carriers under some circumstances.
Replies: 4
Views: 448

Re: AI should build carriers under some circumstances.

The AI does build some carriers, I see them in every game I play. Not usually at first, but once it starts running into enemies with shields, then it will usually start cranking out some carriers (generally not pure carriers, i.e., also using some direct fire weapons, and it seems familiar that we ...
by Atarlost
Wed Oct 04, 2017 9:07 pm
Forum: Play-Testing Feedback
Topic: AI should build carriers under some circumstances.
Replies: 4
Views: 448

AI should build carriers under some circumstances.

Since the AI doesn't scrap ships it risks penalizing itself with obsolete fleets when not at war. This may be a contributing factor to the less aggressive AI being easier. If, when not at war and not at max tech for ship components, the AI built carriers if able to do so it would help mitigate this ...
by Atarlost
Sat Jun 03, 2017 8:57 am
Forum: General Discussion
Topic: Regime change on the homeworld - worth it?
Replies: 4
Views: 703

Re: Regime change on the homeworld - worth it?

A species on someone else's homeworld shouldn't get any 'homeworld' population bonuses and while I did substantially beef up the differences between good and bad industry awhileback I genuinely think given so many of the bonuses are purely population based and not modified that you're better off ke...
by Atarlost
Sun May 14, 2017 9:34 am
Forum: Top Priority Game Design
Topic: Stealth Fundamentals
Replies: 19
Views: 2729

Re: Stealth Fundamentals

I'm worried that stealth empires won't be fun to play against. If stealth doesn't neutralize the threat of conventional empires they aren't working and if they are they'll be untouchable and horribly frustrating to play against. This is bad for multiplayer, obviously, but one way or the other it's b...
by Atarlost
Fri May 12, 2017 2:56 pm
Forum: Other Game Design
Topic: Serious balance issues and suggestions summed up
Replies: 77
Views: 4122

Re: Serious balance issues and suggestions summed up

What about adding a data field to every hull for upkeep? If it's by slots or structure hulls with some outstanding feature other than slots or structure will be undercosted. An energy line hull has three free slots worth of engines compared to an asteroid line or basic hull. Some organic and robotic...
by Atarlost
Wed Sep 28, 2016 7:12 pm
Forum: General Discussion
Topic: Concentration camps
Replies: 5
Views: 1135

Re: Concentration camps

Well, my ancestors invented them to use on other humans, and then the Nazis used them even more extensively on massive numbers of humans, so given we haven't even left this tiny little rock properly yet… I do worry about the balance of the camps and the ability to use them briefly for a massive bon...