Search found 932 matches

by Oberlus
Sun Mar 17, 2019 10:39 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 29
Views: 500

Re: Themed tech cateogries (Help wanted)

So in terms of distribution of techs for a particular function, what that would tend to mean [1] All functions (weapons, invasion, terraforming, ship, industry, research) should have techs in at least 2 trunks, but not all* [2] Every trunk should have at least one function that it lacks [3] In gene...
by Oberlus
Sat Mar 16, 2019 9:20 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

I first draft of weapons design for the new main 4 tech categories: WEAPON Theme Tier Targets first Range Slots Ignores Sh. Multishot Jaws Small Biotec 1 Ships Close Ext Yes No Spines Biotec 2 Any Short Ext No 3-6 Acid blobs (missiles) Biotec 2 Ships Long Int+Ext Yes 3-6 Jaws Medium Biotec 3 Ships C...
by Oberlus
Fri Mar 15, 2019 6:27 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

So, let's see if we all like this ¿very KISS? suggestion for stealth and range: Assuming 3 rounds per combat. Three weapon ranges: Long range: can shoot from round one (max 3 rounds). Short range: can shoot from round two (max 2 rounds). Close range: can shoot on round three (max 1 rounds). Drones: ...
by Oberlus
Thu Mar 14, 2019 10:09 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

I guess it will be simpler and more versatile if we allow it shoot(launch) like fighters and implement the self-destruction. As someone who knows the code i think it will not be simpler to implement self-destruction and it would add a new part type with very specific implementation. I would rather ...
by Oberlus
Thu Mar 14, 2019 10:02 pm
Forum: Other Game Design
Topic: Combat Simulation
Replies: 7
Views: 89

Re: Combat Simulation

Unnamed wrote:
Wed Mar 13, 2019 10:07 pm
any thoughts on that matter? Any ideas for further assumptions/approximations?
Read about Stars! battle engine.
by Oberlus
Wed Mar 13, 2019 11:59 am
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

There are also some unmentioned strategic degrees of freedom I'm focusing on aspects most relevant for combat outcome. Speed (one engine part) is a must-have for map control so you know that your late game ship designs must have one internal slot, or better a core slot. We will probably need new hu...
by Oberlus
Mon Mar 11, 2019 6:15 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

I'm diggesting Ophiuchus suggestions. And got this: Assumptions: Targetting rules: - anti-ship weapons (direct weapons, bombers, torpedoes) aims first ships. - anti-drone weapons (interceptors, flak cannons, missiles) aims first drones. Drone weapons ignore shields. Speed and range discarded for tac...
by Oberlus
Sun Mar 10, 2019 11:52 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

I'm trying to figure out a simple way to allow for weapon ranges and ship speeds that makes sense without using a board. Maybe this week... Take a look at the combat models of the Paradox games Crusader Kings II, Europa Universalis IV and Stellaris I just checked those. They are real time. Not what...
by Oberlus
Sun Mar 10, 2019 6:39 pm
Forum: Off-Topic
Topic: Forgiving AI
Replies: 7
Views: 236

Re: Forgiving AI

EricF wrote:
Sun Mar 10, 2019 1:54 am
has the AI gotten better
Yes!
by Oberlus
Sun Mar 10, 2019 6:38 pm
Forum: Other Game Design
Topic: Stealth as Defense
Replies: 1
Views: 51

Re: Stealth as Defense

To extend on what you say: Stealth is useful for some specific strategies (e.g. stealth empire with bio carriers) than become completely useless at late game. And since late game may be most of the game in some situations, that sucks. What you suggest imply using hit ratios, which are not considered...
by Oberlus
Sun Mar 10, 2019 2:17 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

..., that is a good moment to implement (or at list consider to have its "space" in the tech tree) or discard that tactical combat idea. Originally being one of the contributors in favour of player-controlled tactical combat [...] I am too against player-controlled (i.e., interactive, played in a b...
by Oberlus
Sat Mar 09, 2019 11:51 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

The motivation for adding a bunch of complexity in this case, that there is an idea of how to structure the tech tree and some new combat functionality would fit nicely, isn't very compelling. That wasn't my motivation. I've been long fidling with the idea of tactical combat . I'd be much more incl...
by Oberlus
Sat Mar 09, 2019 5:52 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

Much too complicated. I was afraid of this. I need a bit more feedback, please. Would it be simple enough if the tables are replaced by a single equation with parameters (each fleet speed and desired range)? If not, would it be ok a system without fleet speeds? Just first round at LR, second round ...
by Oberlus
Sat Mar 09, 2019 1:34 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 37
Views: 552

Re: Ship weapons rework

Well, check this out and tell me what you think: LR: long range SR: short range CR: close range By default (modifiable by battle computing parts and fleet leaders), fleets will want to stay (or get to) a given range depending on its weaponry: - If only LR weapons, then stay at LR. - If it has SR wea...
by Oberlus
Wed Mar 06, 2019 10:23 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 18
Views: 498

Re: Up-to-date Test Snap

Time for this thread to become sticker?