Search found 1504 matches

by Krikkitone
Sun Apr 21, 2019 1:30 am
Forum: Other Game Design
Topic: Crystal weapons proposal, too complicated?
Replies: 11
Views: 4410

Re: Crystal weapons proposal, too complicated?

Definitely, to simplify

Each Concentrator: combines up to N unfired lasers in this fleet into one shot (if available)

Diffractors: make all lasers on this ship multishot, laser on this ship aren't available for concentrators
by Krikkitone
Fri Apr 19, 2019 2:07 am
Forum: Other Game Design
Topic: Tech Themes: Exobot Rework, Terraforming and Growth Boosts
Replies: 27
Views: 7708

Re: Tech Themes: Exobot Rework, Terraforming and Growth Boosts

I think that adding a theme should impose a cost based on how deep you go into that theme, So that If I do Bio 6 and Cyber 6 That will cost me the same as Bio 6 Cyber 2 Mec 2 Crystaline 2 So someone could go Energy 10 and have the same Penalties as someone that goes level 2 in everything (although t...
by Krikkitone
Fri Apr 19, 2019 1:47 am
Forum: Other Game Design
Topic: Technological victory rework
Replies: 5
Views: 3221

Re: Themed tech cateogries (Help wanted)

on thought on the Ascension species, they should NOT have great stats, they should have terrible stats.. essentially every planet you convert to an ascension species should be a net negative for your empire.... until you get all of them and win* Alternative Proposal: the ascension species have no r...
by Krikkitone
Fri Apr 19, 2019 1:03 am
Forum: Other Game Design
Topic: Tech Themes: Exobot Rework, Terraforming and Growth Boosts
Replies: 27
Views: 7708

Re: Tech Themes: Exobot Rework, Terraforming and Growth Boosts

I think the simplest way to balance the cost is to have a Total tier # cost boost, on top of the base costs of techs So each tech has a base cost that is roughly proportional to its benefits Then you have a cost increase for Any research based on your total number of tiers in all themes.... so level...
by Krikkitone
Fri Apr 19, 2019 12:57 am
Forum: Other Game Design
Topic: Tamed Dyson Forest
Replies: 6
Views: 3445

Re: Tamed Dyson Forest

Like the idea of a spontaneous systemwide defense (nice way to help consolidate empires as well)
by Krikkitone
Wed Apr 17, 2019 1:36 am
Forum: Other Game Design
Topic: Technological victory rework
Replies: 5
Views: 3221

Technological victory rework

Edit by Oberlus: I'm bringing to a dedicated thread this interesting discussion about the technological victory rework proposed by labgnome, from here . The ascension path policy will be unlocked at the third-to-last tier, and will be necessary to be able to build the ascension path building. The as...
by Krikkitone
Thu Apr 11, 2019 7:54 pm
Forum: Other Game Design
Topic: Themed tech categories (Help wanted)
Replies: 107
Views: 31192

Re: Themed tech cateogries (Help wanted)

Well the idea is for each tier you have 1-more techs than you need to go to the next level, so you have a choice about which techs you use 2-the option to research the tier itself for less cost (ie get to the next level without getting any of the benefits) So strategies are lowest research cost, jus...
by Krikkitone
Mon Apr 08, 2019 4:25 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 19672

Re:

I'm having trouble balancing drones vs cannons with flaks targetting first bombers and other drones, because (with current mechanics) 1 flak implies a -66% of base damage of bombers and fighters. The only solution I found is to increase the damage of bombers (and not its cost) and to triple the num...
by Krikkitone
Fri Mar 08, 2019 12:57 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 19672

Re: Ship weapons rework

If I recall correctly, there were some plans for missiles at one point. There should be missiles, torpedoes and other slow, long range weapons added at some point. They would fit great into mechanical branch (with some "ion torpedoes" in energy branch and "corrosive spores" in bio branch and lockin...
by Krikkitone
Fri Mar 01, 2019 4:47 pm
Forum: Other Game Design
Topic: Themed tech categories (Help wanted)
Replies: 107
Views: 31192

Re: Themed tech cateogries (Help wanted)

Is everybody supposed to research from every category, mainly deciding what you skip? Or would one usually try to advance a low number of categories to reap the high level benefits? So for example if we say one for each of the high level strategies it would be important/mainly ok to focus on two ca...
by Krikkitone
Thu Feb 28, 2019 6:18 pm
Forum: Other Game Design
Topic: Two kinds of terraforming?
Replies: 10
Views: 1612

Re: Two kinds of terraforming?

get it instantly on completion, but ridiculously expensive Well, it must be balanced so that it is still a useful strategy. If getting +3*HabSize is going to cost you more than a invasion party (that will get you something like 10 or 15*HabSize, you will always prefer conquering others colonies ove...
by Krikkitone
Thu Feb 28, 2019 4:47 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 19672

Re: Ship weapons rework

Fighters
Bombers for hitting planets
Possibly a "capture beam"... basically hacking the enemy ship if it does the killing blow

Biotech+Mech could also have Fighters/Bombers/Missiles
by Krikkitone
Thu Feb 28, 2019 4:45 pm
Forum: Other Game Design
Topic: Two kinds of terraforming?
Replies: 10
Views: 1612

Re: Two kinds of terraforming?

I like the idea to have two kinds of terraforming, but I don't think it's a good idea to make the bio terraforming slower than the mechanical one. The bio category should be better at this than the mechanical one, to make bio terraforming slow would be a huge disadvantage. Bio terraforming would be...
by Krikkitone
Wed Feb 27, 2019 7:58 pm
Forum: Other Game Design
Topic: Two kinds of terraforming?
Replies: 10
Views: 1612

Re: Two kinds of terraforming?

I'm working (thinking) on the themed tech categories, following Krikkitone's suggestion (Physics, Mechanical, Biotech, Cybernetics) . There he placed terraforming in the Mech category, and I've got this idea: Life itself is a form of (slow, low-cost) terraforming, changing environment to better acc...
by Krikkitone
Tue Feb 26, 2019 4:34 am
Forum: Other Game Design
Topic: Make shipyards & drydock implicit (not a building)
Replies: 37
Views: 10384

Re: Make shipyards & drydock implicit (not a building)

A negative marginal value for additional worlds and a conquest victory condition don't mix well. You can wind up with games on large maps where the game stagnates because nobody can manage a galactic empire. This is probably realistic, but it's deeply unfun. Well Technology should improve to the po...