Search found 14 matches

by UncleFred
Thu Jun 22, 2017 1:21 am
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 38125

Re: Fighters & Carriers

Thank you both.
If I end up confused (not as low a probability as I'd like) I'll post some questions
by UncleFred
Tue Jun 20, 2017 11:32 pm
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 38125

Re: Fighters & Carriers

Over the course of this thread you've discussed many options both in design and implementation. Your implementation is complete and you've enjoyed feedback and time to refine it. Is there place I can read how fighters and carriers work"?
Thanks
by UncleFred
Sun May 08, 2016 11:16 pm
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 41609

Re: What to do about Infrastructure?

When compared to ships, buildings, lifeforms, and pretty much anything else even tiny planets are large. Plus once you have the ability to build things and support populations in orbit planet size really doesn't mean much. I have only been playing a very few months but, as I understand it, a planet ...
by UncleFred
Fri May 06, 2016 8:09 pm
Forum: Play-Testing Feedback
Topic: My game testing thread
Replies: 49
Views: 3723

Re: My game testing thread

Such "outside" or "far-away" planets can just be utilized much better by a player than the AI. If it's not generating enough own supply to be connected with your homezone, you can still get it to work by using Elevator/Log setting, but the AI won't do this, and end up with a planet contributing not...
by UncleFred
Mon Apr 18, 2016 3:39 pm
Forum: Scripting & Balancing
Topic: Orbital Drydock revision
Replies: 50
Views: 4520

Re: Orbital Drydock revision

Sorry to be late to this discussion. I think you might consider that repair time should always be no greater than some fraction of construction time. Say perhaps 50%. It makes no sense to pull a ship from the front lines, repair it, and return it, if I can build and deploy a replacement in the same ...
by UncleFred
Wed Apr 06, 2016 11:25 pm
Forum: Play-Testing Feedback
Topic: Ship part balance
Replies: 30
Views: 1822

Kill Swarm there are other balance metrics

You and I play very different styles of game. You like to pick specific points in one of many development curves for your argument/example. That's fine, but it doesn't reflect the many different options on production/research/growth/expansion trade offs. You are free to argue for your view of the ga...
by UncleFred
Thu Mar 31, 2016 10:36 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 3369

Re: An extensive combat analysis of ship hulls

I'm curious why did you decide to move away from Fractals to Quantums?
by UncleFred
Thu Mar 31, 2016 4:25 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 3369

Re: An extensive combat analysis of ship hulls

I wonder about the impact of the combat system. It is not just if ships survive the turn to be repaired, but also (I think) when they are destroyed. Ships killed in the first or second round are no longer around to draw fire nor to do damage. If each of your ships fires once and each of my ships fir...
by UncleFred
Tue Mar 29, 2016 12:15 am
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 38125

Re: Fighters & Carriers

It's not about sea battles vs space battles. It's about the ability of some number of small 1-3 man vessels to destroy a capital ship. But beyond that it's about a complete change in thinking about offense and defense in ship to ship combat. Up until now combat in freeorion has been much much closer...
by UncleFred
Mon Mar 28, 2016 5:43 pm
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 38125

Re: Fighters & Carriers

I'd like to offer you all a more abstract set of observations about this entire notion. Up until now your handling of combat reflects pre-naval aviation thinking in the real world. Big ships with big guns over power small ships with small guns. There's a bit of a hiccup in the analogy because you do...
by UncleFred
Fri Mar 18, 2016 12:02 pm
Forum: Play-Testing Feedback
Topic: So Now 5 games beyond 200 turns
Replies: 5
Views: 528

Re: So Now 5 games beyond 200 turns

Thanks for the answers. It could have been 3 turns, which would fit the scenario described. Should the opportunity present itself I'll be more observant of the timing.
by UncleFred
Fri Mar 18, 2016 12:26 am
Forum: Play-Testing Feedback
Topic: So Now 5 games beyond 200 turns
Replies: 5
Views: 528

So Now 5 games beyond 200 turns

Basic questions: The AI got by me and dropped into a system where I had a planet well settled. (Orbital Shipyard +) and colonized a planet there. I was onto of that system within two turns. There were around a dozen "decoy" ship, plus mines. I've been looking for information about decoy ships to fig...
by UncleFred
Wed Mar 16, 2016 1:37 pm
Forum: Play-Testing Feedback
Topic: Initial Impressions after playing 4 games to varying depth
Replies: 1
Views: 359

Re: Initial Impressions after playing 4 games to varying dep

Quick update. In reading through the support forum I found the hint to set effects process threads to 1. This seems to have bypassed the crash problem as I have a game well beyond 200 turns without another crash.
Regards
by UncleFred
Tue Mar 15, 2016 6:19 pm
Forum: Play-Testing Feedback
Topic: Initial Impressions after playing 4 games to varying depth
Replies: 1
Views: 359

Initial Impressions after playing 4 games to varying depth

In addition to playing I've also read most of the topics on the first three pages of this forum. In an early post someone commented that the aggression and monster level selected in quick start was to high. A developer commented that it had been beginner but he found it more convenient that having t...