Search found 1517 matches

by Krikkitone
Wed Sep 25, 2019 12:02 am
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 3420

Re: Colony and fleet influence upkeep mechanics [RFC]

Well... Maybe 300% wouldn't hurt. But 30% is too off, even 70%. If the maintenance is over 50% then colonization HURTS your output. There should be a set of policy cards (low Influence maintenance/world, high Influence production/world) that by the end of the game makes it worthwhile to colonize th...
by Krikkitone
Mon Sep 23, 2019 10:10 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 3420

Re: Colony and fleet influence upkeep mechanics [RFC]

So if you have colonized the whole Galaxy, depending on your Policy Choices, that could mean 30%, 70%, 150%, or 300% of your worlds need to be on full influence focus just to pay maintenance. More like 80%-150%. I mean, allowing for crazy strategies (regarding policy choices and anything else) that...
by Krikkitone
Mon Sep 23, 2019 7:50 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 3420

Re: Colony and fleet influence upkeep mechanics [RFC]

In terms of Maintenance and Un/Happiness relationship I like this model Imperial maintenance= colonies *( Min + (Max-min)*(% of galaxy colonized)) However.... Max and Min should depend on 'Policy Cards" chosen. Those "Policy Cards" could have benefits or costs So if you are incorporating a lot of ne...
by Krikkitone
Mon Sep 16, 2019 6:39 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 79
Views: 5354

Re: Should fighters really act as cannonfodder?

I think you should have weapons distinguished on what they Can target rather than what they Tend to target. Standard Weapons Only target ships and planets, even if all that is left is fighters they can't attack them PD Weapons Only target Fighters/bomber/interceptors and missiles/torpedoes if they g...
by Krikkitone
Wed Aug 21, 2019 10:56 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 20
Views: 21381

Re: Poll: Habitability Techs/Policies

OK, so the idea of habitability policies.... That I can see as micromanagy.. I was assuming the others would just be techs for different environment groups Sorry I missed a word in your original post. So... different techs by environment OR different techs by metabolism Policies could still work for...
by Krikkitone
Wed Aug 21, 2019 8:06 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 20
Views: 21381

Re: Poll: Habitability Techs/Policies

I think we can't use policies for stuff like unlocking environments, because that could lead to micromanagement or shoots on one's foot. If you unlock say poor environments, they should be unlocked for good. Same could happen with targetPopulation increases, although to a lesser degree. I don't par...
by Krikkitone
Fri Aug 16, 2019 6:03 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 20
Views: 21381

Re: Poll: Habitability Techs/Policies

So perhaps Bio, Mechanical->Terraforming (Slow v. Expensive) Cybernetic->selfModification (Metabolism based policies) for habitability Crystal->Environment based techs [thinking Terran/Ocean/Swamp + Tundra/Desert/Barren + Radiated/Inferno/Toxic] allow habitability/boost pop Energy->pop boosts to goo...
by Krikkitone
Fri Aug 16, 2019 4:28 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 20
Views: 21381

Re: Poll: Habitability Techs/Policies

2. Biotech: terraforming (possibly with reductions to time and cost) Crystal: environment specific boosts (possibly separated by policies) Cybernetic: metabolism specific habitability boosts (separated by policies) Energy: habitable environment boosts (for synergy with other themes) Mechanical: met...
by Krikkitone
Thu Aug 15, 2019 9:46 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 20
Views: 21381

Re: Poll: Habitability Techs/Policies

I think an important idea here is on how we want the themes to differ in terms of habitability techs/policies. Tall (ie boosts for optimum environments) v. Wide (boosts/ability to colonize for hostile environments) and Rapid (boosts apply immdeiately) v. Slow (boosts apply over time/investment ie te...
by Krikkitone
Thu Aug 15, 2019 5:36 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 20
Views: 21381

Re: Poll: Habitability Techs/Policies

As for which theme habitability boosts are in... fluff wise it depends on what you are doing to allow habitation. For a Real world example... Air Conditioning... increases the habitability of equatorial areas for Humans... NOT a biotech So some could be Metabolism specific..(and probably with a corr...
by Krikkitone
Wed Aug 14, 2019 9:11 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 44
Views: 20475

Re: Exobot Ideas

However, if I remember correctly that one of the reasons that the "Gaseous" metabolism was created was that having the growth focus and having gas giants was considered too powerful at the time. So maybe having any of the artificial species get gas giants is a bad idea. That could be solved by sett...
by Krikkitone
Thu Aug 08, 2019 1:25 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 44
Views: 20475

Re: Exobot Ideas

Having the "basic" versions be Organic, Robotic, and Lithic would be a good way to do it.
by Krikkitone
Mon Jul 29, 2019 1:46 am
Forum: Top Priority Game Design
Topic: Species Opinion & Stability/Happiness mechanics
Replies: 20
Views: 15231

Re: Species Opinion & Stability/Happiness mechanics

Agree in general Some bits though: I doubt we need a species-species relationship. As for the invading a different empire of the same species, I think that is where the planetary stability comes in. If I invade the Human world of Earth controlled by the evil Earthican Empire 1. All humans become mor...
by Krikkitone
Thu Jul 25, 2019 4:49 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 59
Views: 18883

Re: Species Values Discussion

Species with no values might actually be harder, because there is less you could do to make them like you.
by Krikkitone
Tue Jun 18, 2019 3:52 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 31
Views: 15685

Re: Stealth mechanics proposal

I think an important idea in stealth ships blocking supply is not having the game hide things from you that you know. So IF you block my supply with a stealth fleet, the fleet should be "visible" to me on the galaxy map... ie I know there is an enemy ship there (or some stealthed Monster)...I don't ...