Search found 25 matches

by jinlanid
Sun Jan 05, 2020 2:06 am
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 38
Views: 580

Re: Missile/Projectile Weapons

Can we have some "target assignment system", that only fire ENOUGH missile. Don't fire a thousand missiles to a single scout.
by jinlanid
Sat Jan 04, 2020 2:47 am
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 38
Views: 580

Re: Missile/Projectile Weapons

What about make missile don't attack "passive ship" ( ships that can not attack ). If a ship have a weapon, then it's expensive enough, that worth a missile attack.

And maybe make missile don't attack fighters, or at least add a button to allow player to set whether allow missiles to attack fighter.
by jinlanid
Wed Dec 18, 2019 4:08 am
Forum: Other Game Design
Topic: Make low happiness planet only TRANSPORT supply
Replies: 3
Views: 304

Make low happiness planet only TRANSPORT supply

So that, to make it more easier to cut supply line.

One more way to play this game.
by jinlanid
Mon Dec 09, 2019 12:25 am
Forum: Other Game Design
Topic: Allow put fuel part into external slot
Replies: 1
Views: 356

Allow put fuel part into external slot

A colony ship or outpost ship usually don't need weapon at all, some time even don't need armor. Allow put fuel part into external slot will allow us to make a outpost/colony ship to travel very long distance.
by jinlanid
Mon Dec 09, 2019 12:20 am
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 3
Views: 402

Re: Make Colony Parts Boost Fuel

If it's more difficult to expand, then a system is more worthy. What about nerfing outpost part, instead of buffing colony part? For example, make it more expensive to upgrade an outpost to a colony than just make a colony. Maybe cost more PP, or maybe make it slower cost more turns. If you choose o...
by jinlanid
Tue Nov 26, 2019 5:48 pm
Forum: Other Game Design
Topic: Make it requires happiness to start supply
Replies: 4
Views: 513

Re: Make it requires happiness to start supply

Why are you trying to nerf blitz attacks? The meta already favors defense, with blitzing extremely difficult to pull off (against humans). 1. Buffing small hulls. It's very hard for big hull to blitz attack. 2. Buffing supply meter, fuel, detection range, nerf combat power. It's easy to have "surpl...
by jinlanid
Tue Nov 26, 2019 3:08 pm
Forum: Other Game Design
Topic: Make it requires happiness to start supply
Replies: 4
Views: 513

Re: Make it requires happiness to start supply

I'm not sure, but I think outposts doesn't have happiness so this would only work on colonies. If FOCS is aware of when a colony/outpost has been conquered for last time, supply meter increase towards max could be delayed by a fixed number of turns (say 3 or 5) and get the same result as in the hap...
by jinlanid
Tue Nov 26, 2019 2:32 pm
Forum: Other Game Design
Topic: Make outpost only TRANSPORT supply
Replies: 5
Views: 533

Make outpost only TRANSPORT supply

What about make outpost DON'T provide supply, but only TRANSPORT supply?
So if you have connection to only 1 or more outpost, your fleet can't get supply.
by jinlanid
Tue Nov 26, 2019 10:13 am
Forum: Other Game Design
Topic: Make it requires happiness to start supply
Replies: 4
Views: 513

Make it requires happiness to start supply

So newly occupied system don't supply your fleet.
So, if you want blitz attack, you have to take more fuel. Big ship will push much more slower than smaller.
by jinlanid
Tue Nov 26, 2019 1:57 am
Forum: Other Game Design
Topic: supply capacity
Replies: 1
Views: 481

supply capacity

Say, every supply-network has its supply capacity calculated from PP,stockpile,infrastructure or something else. And every ship cost some supply capacity. Then, if your fleet are fighting somewhere, and suddenly, one/some of your systems are blockaded/occupied, your supply-network are divided into 2...
by jinlanid
Tue Sep 10, 2019 2:02 pm
Forum: Other Game Design
Topic: save fleet pattern & auto-rebuild fleet
Replies: 4
Views: 2112

Re: save fleet pattern & auto-rebuild fleet

I usually have two type of fleets: 1: Carrier fleets. Fleets that have as more fighters as possible. For destroying enemy fleet. 2: Cannon fleets. Fleets that have more cannon ( laser, death ray ...... ) to destroy enemy planets' defense. Tow kinds of fleets will be mixed before finally put into com...
by jinlanid
Sat Sep 07, 2019 10:58 am
Forum: Other Game Design
Topic: save fleet pattern & auto-rebuild fleet
Replies: 4
Views: 2112

save fleet pattern & auto-rebuild fleet

Say, you have a fleet that has 1 scout, 1 outpost. You can then save the pattern, if the scout or outpost is destroyed, click "rebuild" will auto-rebuild at nearest possible planet and send it to your fleet. optional: Specify a fleet to be "reserve fleet", if a ship from "reserve fleet" can reach yo...
by jinlanid
Tue Sep 03, 2019 12:58 pm
Forum: Other Game Design
Topic: Connected slots and multi-slot part
Replies: 3
Views: 1897

Re: Connected slots and multi-slot part

yes, you are right. This is useless. If there is some "big part", it should be core part.
by jinlanid
Tue Sep 03, 2019 11:11 am
Forum: Other Game Design
Topic: Connected slots and multi-slot part
Replies: 3
Views: 1897

Connected slots and multi-slot part

Allow slots to be connected, So it's possible to add "multi-slot part" to game. You can add smaller part into bigger slot, eg: add 3 armor parts into a "3-connected slot". Then we can make some multi-slot parts. Eg: Multicellular Hull: external: 3-connected slot internal: 2-connected slot Heavy Aste...
by jinlanid
Tue Aug 27, 2019 9:40 am
Forum: Other Game Design
Topic: Fuel core part
Replies: 4
Views: 9289

Re: Fuel core part

I usually don't have any usable core part when I have Self gravity hull, even sentient hull. Put in some fuel will be sweet.