Search found 45 matches

by Telos
Sun Feb 26, 2017 11:36 pm
Forum: Other Game Design
Topic: Proposal: Change the asteroid building location requirements
Replies: 11
Views: 957

Re: Proposal: Change the asteroid building location requirem

I have mixed feelings about requiring a supply line between the source of specialized armor (like rock or neutronium) and the shipyard that mounts it onto ships. On the one hand, I agree that this would add interesting strategic depth, which would generally be interesting, and might be especially us...
by Telos
Sun Feb 26, 2017 4:29 pm
Forum: Other Game Design
Topic: Proposal: Change the asteroid building location requirements
Replies: 11
Views: 957

Re: Proposal: Change the asteroid building location requirem

I'm not sure I understood the original proposal, because it wasn't clear in the proposal where all the asteroid ships could be built. Can asteroid ships be built only in the same system where the asteroids are present? (If so, then why not just go with a simpler proposal that makes Asteroid building...
by Telos
Sun Jan 22, 2017 4:48 am
Forum: Other Game Design
Topic: Give passive fast ships a chance to escape
Replies: 5
Views: 776

Re: Give passive fast ships a chance to escape

Speed and stealth are intuitively quite closely related though, as each is a mechanism that can be used to avoid getting shot at when you don't want to. The main differences are just that stealth can completely hide your presence until you want to reveal it (usually by firing weapons from a desired ...
by Telos
Sun Jan 22, 2017 1:43 am
Forum: Other Game Design
Topic: Impose limits on pop-dependent research & production bonuses
Replies: 38
Views: 5695

Re: Impose limits on pop-dependent research & production bon

I'd like to link together two concerns. One concern is about whether players can too easily snowball, allowing small early differences to magnify into insurmountably large differences later on. A second concern is about whether there should be potential for "tall" empires to compete (i.e., empires w...
by Telos
Sat Jan 21, 2017 10:25 pm
Forum: Other Game Design
Topic: Don't engage in combat with passive hidden ships
Replies: 2
Views: 532

Re: Don't engage in combat with passive hidden ships

Second, the system that "decloaks" cloaked ships after round 1 could be made to exempt ships that didn't fire weapons that round, instead allowing those ships to remain cloaked. I thought that is already the case... hm No, as far as I can tell, it's currently much more simple-minded than that, with...
by Telos
Sat Jan 21, 2017 9:19 pm
Forum: Other Game Design
Topic: Some simple AI improvements
Replies: 0
Views: 5131

Some simple AI improvements

I know this game is just alpha, and programming AI is tremendously hard. But here are a few glaring weaknesses in the current AI, together with suggestions that could help make it a bit less bad at this game. 1. The AI often builds way too many troop ships, and not nearly enough military to support ...
by Telos
Sat Jan 21, 2017 8:14 pm
Forum: Other Game Design
Topic: Give passive fast ships a chance to escape
Replies: 5
Views: 776

Re: Give passive fast ships a chance to escape

A related issue is that passive ships with heavy stealth will avoid combat if only one enemy is present in a system (that's good), but will join into three-way combat if two enemies are present in the system to initiate the combat (that's bad!). I can see two easy solutions, each of which might also...
by Telos
Thu Jan 12, 2017 2:52 pm
Forum: Other Game Design
Topic: Tech Tree UI Ideas and Questions
Replies: 4
Views: 752

Re: Tech Tree UI Ideas and Questions

I noticed another way in which the current algorithm is pretty clearly suboptimal. In calculating the "ideal" height to put a node, it computes the arithmetic mean of the heights of the connected nodes (lines 678-697). The more total length of connections there are, the more opportunities there will...
by Telos
Tue Jan 10, 2017 9:00 pm
Forum: Other Game Design
Topic: Tech Tree UI Ideas and Questions
Replies: 4
Views: 752

Re: Tech Tree UI Ideas and Questions

Oops, I see now that I misunderstood how the nudging works. In trying to minimize "family" distance, it's not trying to nudge things closer to their *color* family, but instead closer to their parents and children in neighboring columns. So basically this is just going to kick in in cases where two ...
by Telos
Tue Jan 10, 2017 8:01 pm
Forum: Other Game Design
Topic: Tech Tree UI Ideas and Questions
Replies: 4
Views: 752

Re: Tech Tree UI Ideas and Questions

Thanks for linking me to the relevant bit of code! My C is a bit rusty, but here's how I understand what it does. Break the nodes into columns, based on maximal distance from pre-specified "start nodes". Start with the column that will have the most techs, and place the techs into that column in the...
by Telos
Tue Jan 10, 2017 5:04 pm
Forum: Other Game Design
Topic: Ideas to Improve Organic Ships
Replies: 12
Views: 1750

Re: Ideas to Improve Organic Ships

I've actually considered [removing the free capitol drydock] a few times, the reason it's there is to ensure that very early game fights aren't debilitating for newer players, especially if they're just using standard hulls. It's going to get a substantial buildcost increase at some point but I'm i...
by Telos
Tue Jan 10, 2017 4:28 pm
Forum: Other Game Design
Topic: Tech Tree UI Ideas and Questions
Replies: 4
Views: 752

Tech Tree UI Ideas and Questions

I know from experience that the tech tree in this game can be overwhelming to new players, so any sort of improvement in usability might make a big difference to player retention, not to mention overall quality of life. Here are a few thoughts and questions related to that. I eventually discovered t...
by Telos
Tue Jan 10, 2017 3:28 pm
Forum: Other Game Design
Topic: Ideas to Improve Organic Ships
Replies: 12
Views: 1750

Re: Ideas to Improve Organic Ships

Where did you get the idea that self repair was meant to be the Organic specialty? It's meant to be the Robotic specialty, organics are grow over time, robotics have built in repair facilities. They're already distinguished in other ways, organics are faster and have stealth, robotics are tougher a...
by Telos
Tue Jan 10, 2017 11:59 am
Forum: Other Game Design
Topic: Ideas to Improve Organic Ships
Replies: 12
Views: 1750

Ideas to Improve Organic Ships

I really like the flavor of organic ships. Unfortunately, the game's current execution falls a bit flat for me. Here are some of the main failings I see, and simple suggestions for improving them. (1) All organic ships should grow and regrow. One of the main things that's distinctive and flavorful a...
by Telos
Thu May 09, 2013 5:20 am
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 33774

Re: What to do about Infrastructure?

I agree with folks who think the current infrastructure system doesn't do enough to be worth keeping. As far as I can tell, the only things that infrastructure currently does are: (1) to make your shields recharge faster (2) to provide something for bombardment to blow up, and (3) to provide a sort ...