Search found 1532 matches

by Krikkitone
Sat May 23, 2020 4:07 pm
Forum: Scripting & Balancing
Topic: GG generators are no-brainers
Replies: 48
Views: 9171

Re: GG generators are no-brainers

ThinkSome wrote: Sat May 23, 2020 10:41 am micrograv and GGG should be blockadable by having warships in the system.
That seems like the solution
perhaps change micrograv to only require asteroids with no enemy outpost
(just empty asteroids in system are enough)
GGG requires actual ouposts

both are blocked by enemy ships
by Krikkitone
Thu May 21, 2020 1:32 pm
Forum: Scripting & Balancing
Topic: GG generators are no-brainers
Replies: 48
Views: 9171

Re: GG generators are no-brainers

Why have any building at all?

If the outpost is the major cost, then that should be the only thing built.

The only reason to have a building is if there is a decision involved (have it y/n, or where is building)

The ouposts and technologies do that by themselves....a building is a bad idea
by Krikkitone
Wed May 20, 2020 4:57 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 4504

Re: Colony and fleet influence upkeep mechanics [RFC]

Perhaps instead of happiness have "stability" Base value from species opinion + Policies* (different effects based on focus, distance to capital, environment) + maintenance shortfall * (applied equally everywhere) + Influence projects *(from self and others) + military in area (self and others) add ...
by Krikkitone
Wed May 20, 2020 1:44 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 4504

Re: Colony and fleet influence upkeep mechanics [RFC]

# of rebels shouldn't be proportional to shortfall. Instead For planets the penalty to happiness depends on amount of shortfall. When happiness is low enough there is a rebellion, but happiness->rebellion depends on many things (species-empire relations, policy cards, distance, environment, fleets n...
by Krikkitone
Wed May 20, 2020 1:16 pm
Forum: Other Game Design
Topic: Breeding Domesticated Mega Fauna
Replies: 17
Views: 1704

Re: Breeding Domesticated Mega Fauna

Perhaps instead of a policy slot, a set of mutually exclusive "one in the empire" buildings.
by Krikkitone
Wed May 20, 2020 11:31 am
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 4504

Re: Colony and fleet influence upkeep mechanics [RFC]

The which ship / colony rebels first is not the right question. (you should be able to have 1/2 your fleets/empire rebel on a single turn if you do things in just the right type of stupid (or your opponents do just the right combo) The right question is what causes a ship / planet to rebel. 1. not e...
by Krikkitone
Mon May 18, 2020 4:55 pm
Forum: Other Game Design
Topic: Morale of Ships
Replies: 6
Views: 1400

Re: Morale of Ships

What I could see Overall fleet morale...depends on spending influence/fleet ship cost.. this way if ships defect it gets easier to keep existing ones loyal + species-empire relation number gives a morale for all ships of a species in your empire Then the result of morale would be dependent on circum...
by Krikkitone
Tue May 05, 2020 2:58 am
Forum: Other Game Design
Topic: Fix Exponential Growth
Replies: 26
Views: 2297

Re: Fix Exponential Growth

To solve exponential resources you need exponential costs. Using shipyards as an example...if they are going to be strategic (ie limited in number) they need to become more expensive later in the game. (either in PP/RP, etc.) That increased cost can be based on how big your empire/supply group is, h...
by Krikkitone
Tue Jan 07, 2020 5:49 am
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 19
Views: 2472

Re: New species trait: hull engineers

Theme wise it works because the engineers need to be On the ship to maintain it, just like the pilots have to be there to operate it. And because they are sharing the same environment, they must be the same species.
by Krikkitone
Fri Nov 15, 2019 3:26 pm
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 21
Views: 3379

Re: Ships in production should cost upkeep

Well the goal should be to allow that ability without "fiddling" So proposal Ships in queue; -cost maintenance if you are not working on them -are visible Ships can be put into 'hiding/mothballs' where they cost less mainentnance & are hidden but require production to "reactivate" (but that can be d...
by Krikkitone
Tue Nov 12, 2019 4:07 am
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 21
Views: 3379

Re: Ships in production should cost upkeep

There is the surprise factor there....
(meaning the issue is that ships under production-
1-cost no maintenance
2-are undetected
by Krikkitone
Mon Nov 11, 2019 7:53 pm
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 21
Views: 3379

Re: Ships in production should cost upkeep

If something is in the queue, every turn that it does not receive PP, it loses some PP.. So the upkeep is not charged to your "general PP" it is charged against the object itself. Would need to add a way to keep it from finishing while re-enabling it intermittantly to top-up to within one turn of c...
by Krikkitone
Fri Nov 08, 2019 4:03 pm
Forum: Other Game Design
Topic: Ships in production should cost upkeep
Replies: 21
Views: 3379

Re: Ships in production should cost upkeep

One possible solution.

If something is in the queue, every turn that it does not receive PP, it loses some PP.. So the upkeep is not charged to your "general PP" it is charged against the object itself.
by Krikkitone
Wed Oct 02, 2019 1:40 am
Forum: Scripting & Balancing
Topic: Reducing planet's population upon conquest
Replies: 13
Views: 7393

Re: Reducing planet's population upon conquest

Definitely have collateral damage (including to population) from ground combat However, I think if unhappy population -> rebels -> ground combat -> collateral damage Then you don't need a massive 80-90% per round of conquest, you could have it depend on the amount of troops.. or even just 10-20% (if...
by Krikkitone
Wed Oct 02, 2019 1:32 am
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 31
Views: 3860

Re: [Balance] Natives

One idea on the "more powerful"= harder to acquire Have the "Tech level" Special of the natives give both defense and population So Natives "Tech level" (Default, Moderate, or High) gives them a population cap (removed on conquest) as well as base defense (obviously removed on conquest) That way the...