Search found 226 matches

by emrys
Fri Aug 06, 2004 7:49 am
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 6210

Why do you need a separate line of hulls for standoff ships (which should be called indirect fire ships, or missile cruisers/frigates btw) . I don't. You're right. That bits' gone. Though on the naming front, 'indirect fire' is synonymous, so call them that if you like. ("Missile cruisers/frigates"...
by emrys
Fri Aug 06, 2004 6:39 am
Forum: Other Game Design
Topic: Tech tree fundamentals
Replies: 48
Views: 9199

Regarding "theoretical physics" in a strategy paradigm system: it would have a meaningful role. If an empire has a lot of research in theoretical physics, that means they're persuing the strategy of not building up a powerful refined military now, but are racing ahead to more poweful later technolo...
by emrys
Thu Aug 05, 2004 5:42 pm
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 6210

Good, this is the kind of thing I needed to show me what things I'd forgotten / needed to explain more clearly / had just had stupid day on :) . how do you hope to enforce the paper-rock-scissors arrangement between hull types? I'd rather not see a stock bonus that says ships of hull X always does m...
by emrys
Thu Aug 05, 2004 3:36 pm
Forum: Other Game Design
Topic: Ships suggestions
Replies: 68
Views: 6210

Ships suggestions

If anyone would like to take a quick look at this rather overcomplicated page on the Wiki http://www.freeorion.org/wiki/index.php?title=Ship_scratchpad , and rip my suggestions for the overview of our ship combat model to pieces, It would be much appreciated. I've tried to include lots of ideas that...
by emrys
Thu Aug 05, 2004 10:11 am
Forum: Other Game Design
Topic: Tech tree fundamentals
Replies: 48
Views: 9199

Damn, wrote this whole thing out then lost it when I tried to submit because I wasn't logged in... I hate that. As a result this may not be as well thought out as the original version I wanted to post.. I'll probably edit it as I remember the stuff I wrote first time, so bear with me. General Idea c...
by emrys
Thu Aug 05, 2004 8:57 am
Forum: Other Game Design
Topic: Submarines!
Replies: 16
Views: 1907

I like this idea, which is slightly annoying because it means I need to do a bit of a rethink on how to fit it into my preferred ship combat design mechanics.
by emrys
Fri Jul 16, 2004 4:45 pm
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4468

Drek, I egree entirely with points b and c, essentially this whole silly thread is mostly about point a: I contend that "an empire wide bonus is worth a lot more to a population of 10,000 (compared to circa 20 for a new empire)" (i.e. a bonus whose effect scales with population) although trivially t...
by emrys
Fri Jul 16, 2004 9:12 am
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4468

Although dragging this out seems fairly pointless (since those who can see the difficulty, can see that it isn't relevant anymore, now that we've got a bigger range of values to work with, and those who can't see the difficulty will be able to change the values they pick for bonuses when balancing t...
by emrys
Thu Jul 15, 2004 4:46 pm
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4468

Well, if the smallest bonus you can get under our 0-100 system is +1, then there are at most six fully stackable techs with equally desireable bonuses (i.e. +1,+2,+4,+8,+16,+32). I'm not sure what you mean by this... There's no reason we can't ahve 8 different techs and buildings each giving stacki...
by emrys
Wed Jul 14, 2004 11:46 am
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4468

* 1 unit of farming infra produces 1 unit of food per population. Seems to be a factor of ten missing somewhere: 1 unit of farming infra produces 0.1 units of food per population perhaps? Also, any plans for an effect of Environment under this system? I'd like to see poor (orginal) environment plan...
by emrys
Wed Jul 14, 2004 11:41 am
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4468

Look, Geoff, this is really silly: Imagine empire A and empire B, each of who have the same number of planets, each of which produce 10PP/turn. empire A has the opportunity to develop a tech that adds +10PP/turn/planet. how much do they want this tech? well, it'll mean they suddenly become twice as ...
by emrys
Wed Jul 14, 2004 11:15 am
Forum: Other Game Design
Topic: Strategic Resources
Replies: 23
Views: 2856

'Possible' is indeed a much weaker condition than 'work' (i.e. work succesfully, in this game, without causing major headaches) e.g. A 'vital resource, of which there is only a very limited number of sources (or one), which you must have at a particular stage of the game in order to stand a chance o...
by emrys
Tue Jul 13, 2004 5:48 pm
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4468

Ellestar's main pro-exponential argument was unrelated to my own, so comparing their cogency (?) is not appropriate. It was also basically irrelivant, since exponential meters are not necessary to make specialized planets more attractive. I read Ellestar's post as being in favour of a roughly linea...
by emrys
Tue Jul 13, 2004 10:29 am
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 4468

The real important strategic point is the difference between your production and another empire's. If you have 100 PP / turn, and they have 100 PP / turn, the difference is 0. If you produced 110 a turn, the +10 PP / turn gives you a huge advantage. The same applies if you're both at 1000 PP / turn...
by emrys
Tue Jul 13, 2004 9:55 am
Forum: Other Game Design
Topic: Infrastructure Design Document Stuff
Replies: 22
Views: 2777

Also, the resource meters should have factors that vary linearly with their value as in scratchpad now: we're using (meter value / 10) , since it matters how much additional amount of something you have, not the ratio of what you had before to what you have now, when deciding if meter bonuses alway...