Search found 1532 matches

by Krikkitone
Tue Sep 16, 2003 3:55 am
Forum: Design Archive
Topic: Design: Mineral Richness
Replies: 40
Views: 33668

Actually, how much of a bost depends on how rare and how important you want them. For a 1.5 ratio of output, a less than 1.5 ratio is necessary for abundance drops if they are to be important late game. so UR-13% R-16% A-20% P-24% UP-27% I'd actually propose a steeper gradient ~200% increase, with o...
by Krikkitone
Tue Sep 16, 2003 3:39 am
Forum: Design Archive
Topic: DESIGN: Stockpiles
Replies: 80
Views: 53739

The question of Where the stockpiles are stored can simply be based on excess distributed All non-blockaded resouces are distributed proportional to non-blockaded need, and any Local excess goes into local stockpiles. (with a % decline) This way, the food stockpile of a world would be based on popul...
by Krikkitone
Mon Sep 15, 2003 9:12 pm
Forum: Other Game Design
Topic: Ground Battle Matrix
Replies: 26
Views: 3790

ground combat really Shouldn't be done real time.

After all these are supposed to be forces of thousands to hundreds of millions of troops operating over a whole planet... making it real time would end up looking like MOO2s cheesy battles
by Krikkitone
Mon Sep 15, 2003 5:16 pm
Forum: Design Archive
Topic: DESIGN: Economy Details for v.2
Replies: 136
Views: 57602

Economy proposal idea (a consolidation of other ideas I've had so this may sound similar but is different in key respects) For each of the Four Resources, instead of buildings, the planet has a 'facility level'. The production of each of the four resources is equal to Base Value*Race Pick Bonus*Acti...
by Krikkitone
Mon Sep 15, 2003 4:23 pm
Forum: Other Game Design
Topic: Ground Battle Matrix
Replies: 26
Views: 3790

Well to avoid MOO3's mistakes with the Matrix, I'd say

1. Give information on the game mechanics of each (something MOO3 bombed across the board in)

2. minimize the number of strats. (Possibly just an 2 fold aggressive v. Defensive, and Risky v. Certain tactics selection)
by Krikkitone
Mon Sep 15, 2003 4:14 pm
Forum: Other Game Design
Topic: Micro Manage vs Macro Manage. Which is best ?
Replies: 119
Views: 14004

Using a ship build queue as an example: You sould be able to select multiple star systems like you would select multiple files in an operating system like windows. So you would crtl click 10 planets or group select 10 planets, what ever you tell the build queue to build will be applied to those ten...
by Krikkitone
Mon Sep 15, 2003 8:18 am
Forum: Design Archive
Topic: Design: Ship Range
Replies: 43
Views: 34413

CA's idea of increasing support costs is good. You could have a 'max' range based on engine tech and support costs for active ships increase until they reach say 4-10* normal at max range (depending on how much maintenence is to begin with)... This also works with repair costs/ missile/ fighter repl...
by Krikkitone
Mon Sep 15, 2003 7:21 am
Forum: Other Game Design
Topic: Strategic Resources
Replies: 28
Views: 4165

The problem was, the strat resources in Civ III were required for the normal game which means they had to be common enough that most empires had them, which meant there was usually some rare short periods where they were important for anything other than keeping small empires in the preindustrial ag...
by Krikkitone
Mon Sep 15, 2003 7:08 am
Forum: Other Game Design
Topic: Winning FreeOrion
Replies: 32
Views: 4235

Shares could be thought of in that Loan sense, in which every empire starts with some shares, and if you go to deep into debt, you automatically sell shares. The problem is working out the complex buy and Sell. Essentially an Economic Victory is like a diplomatic Victory, persuading everyone to join...
by Krikkitone
Mon Sep 15, 2003 6:31 am
Forum: Other Game Design
Topic: Micro Manage vs Macro Manage. Which is best ?
Replies: 119
Views: 14004

Actually, How does this sound for the 'facility' Idea Do it more like MOO1. Each planet has its Major and Minor Focus, (which give a bonus of say *5 , and *2 for those resources) All resources are produced based on base value*bonus based on classification * population*'development level' Development...
by Krikkitone
Mon Sep 15, 2003 5:32 am
Forum: Other Game Design
Topic: new game options
Replies: 9
Views: 2221

Lots of options is good, especially with Random for any 'balanced' type option (since some options can easily unbalance the game they might not be good to have a 'Random' value for... but maybe just list all options for which 'testing at other values has not been done' on one side of the advanced me...
by Krikkitone
Mon Sep 15, 2003 5:27 am
Forum: Other Game Design
Topic: Autorun for lategame
Replies: 12
Views: 1842

The 'Snowballing' effect is a challenge for pacing, but the fact is unless you have som major internal political problems, once you control ~70% of the map there is no realistic way to not win (such as having only one other empire in a highly developed, built up 30% of the galaxy chalenging your mas...
by Krikkitone
Mon Sep 15, 2003 5:08 am
Forum: Other Game Design
Topic: twist on the moo concept, using an old BBS game idea...
Replies: 9
Views: 2401

Actually, I'd prefer MOO3's earlier model of enemy ship detection, You Can't. The only way to know where an enemy fleet is is to find out with spies/ standard common intelligence (or to have something in the system. possibly recon ships) May be by late game you'd be able to see a massive enemy fleet...
by Krikkitone
Mon Sep 15, 2003 4:56 am
Forum: Other Game Design
Topic: A big (IMO) question about ship to ship combat
Replies: 128
Views: 14495

Actually, Support ships sounds like a good idea. The 'non-destroyed' advantage of large ships can be minimized if repair actually costs something somewhere (ie having support ships) that becomes a bit difficult with Cyberntic races, but...It can probably be managed... There comes the problem of havi...
by Krikkitone
Mon Sep 15, 2003 12:03 am
Forum: Story
Topic: Don't Post your races here. Put them in their own Thread.
Replies: 38
Views: 44819

Setinon Intro-basically a race of sentient microscopic cells... To distinguish from a number of other 'micro cell type' races here however they are Individually sentient, they do not form group brains, etc. Homeworld-Swamp: a world with a dense atmosphere and fairly dense biosphere, Yrarbil's many f...