Search found 212 matches

by Kassiopeija
Sat May 07, 2016 3:47 am
Forum: Other Game Design
Topic: Some ideas regarding the combat system
Replies: 0
Views: 1547

Some ideas regarding the combat system

Please forgive any spelling errors it's latenight + I'm somewhat boozed^^ First off, I hail the current Carriers & Fighters approach, in fact I hail all new stuff added, but for the time being it always seems to be so less in comparison of how many words are actually spent on talking out the stuff ^...
by Kassiopeija
Sat May 07, 2016 2:47 am
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 3150

Re: An extensive combat analysis of ship hulls

@Kassiopeija, a recent change (and a very useful one) put the AI detection strengths into the Empire window (which is now actually useful so I leave it open in the bottom corner and have it just jut out from behind fleet windows). If the AI detection strength is below your fleet strength, they can'...
by Kassiopeija
Fri May 06, 2016 9:56 pm
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 35660

Re: Fighters & Carriers

But a Fighter only needs to take a single hit, so it's easy to deduce beforeahead that you only need 1 weapon fireing at it in order to destroy it. UncleFred does have some point when stateing that the FO shipcombat commonly reflects historic wooden shipbattles. Such flaws shouldn't happen anymore o...
by Kassiopeija
Fri May 06, 2016 9:28 pm
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 35660

Re: Fighters & Carriers

I can live with the random targetting (even tough in the presence of fighters it seems highly idiotic to not simply sink their carrier...) but what is really mind-boggling is the "let's still shoot at stuff already destroyed" mechanism.... And esp. in the presence of expensive modules such as Spinal...
by Kassiopeija
Fri May 06, 2016 7:56 pm
Forum: Other Game Design
Topic: FO scoreing league
Replies: 0
Views: 1397

FO scoreing league

just a crazy idea^^ (based on the GC2 MV) FO already seems to collect statistical data ingame... just refine it further to collect the amount of - Total Player Population / Current Turn Number - Total Player Production / Current Turn Number - Total Player Research*2 / Current Turn Number Add all 3 t...
by Kassiopeija
Fri May 06, 2016 7:40 pm
Forum: Play-Testing Feedback
Topic: My game testing thread
Replies: 49
Views: 3581

Re: My game testing thread

The minimal additional cost of a Colony Ship is negligible in contrast to its gain - if say, you can have another planet, which, in turn, brings in bonus production/research, new supply and perhaps another growth special or else. Such "outside" or "far-away" planets can just be utilized much better ...
by Kassiopeija
Fri May 06, 2016 3:59 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 3150

Re: An extensive combat analysis of ship hulls

Well, couple of things. I've the feeling that the defensive boost from Deflector-shield isn't a big deal. I mean you get a +3 initially, followed by +2, followed by +4. I've no clue how the design-intent is but before the shield-nerf these steps weren't so crude, but I just live with it that it's no...
by Kassiopeija
Thu May 05, 2016 9:00 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 3150

Re: An extensive combat analysis of ship hulls

Strangely, I commonly take the complete opposite strategy in shipdesign & do quite well with it: All external slots are stuffed full of weapons, ignore any research into hitpoints-mods (which can be invested into hulls/shields instead), prioritize Reinforced Hull to give Robotics better survivabilit...
by Kassiopeija
Thu May 05, 2016 7:35 pm
Forum: Play-Testing Feedback
Topic: My game testing thread
Replies: 49
Views: 3581

Re: My game testing thread

I'd be happy if Colony Ships (to be more precise, the Colony Module) is removed entirely. Colonization can only happen then via the Outpost combo, which would shift the focus a bit towards getting Supply up. Currently Supply, and all the stuff related to it like Space Elevator or Logistics Setting, ...
by Kassiopeija
Thu May 05, 2016 7:09 pm
Forum: Other Game Design
Topic: Changing low planet density even lower
Replies: 16
Views: 1588

Re: Changing low planet density even lower

Could it be possible to introduce a maxcap to the number of planets available into a single system? If that is tight into the planet density setting, let's say on low no more than 2 planets per system (as an example), then the total number of planets available to the galaxy could maybe savely reduce...
by Kassiopeija
Tue Feb 23, 2016 12:53 pm
Forum: Play-Testing Feedback
Topic: I need a challenge!
Replies: 26
Views: 2523

Re: I need a challenge!

on game setup, the player can choose a difficulty (eg maniacal) and set a multiplier (eg 1.1). the multiplier is applied to the AIs research and production points. a multiplier of 1.1 will give every AI 10 percent more research and production points to spend every turn. i'd try it at 1.3, how high ...
by Kassiopeija
Tue Feb 23, 2016 1:34 am
Forum: Play-Testing Feedback
Topic: Outpost ships vs colony ships
Replies: 40
Views: 4654

Re: Outpost ships vs colony ships

thanks Mat for correcting me. I was still using old values from an earlier build. now I've go the latest and having a blast so far :) cool new stuff, good what you did to organics :) game is definitely more challenging, esp. the AI seems to have lesser probs with Monsters
WELL DONE!
by Kassiopeija
Sat Feb 20, 2016 3:07 pm
Forum: Top Priority Game Design
Topic: Influence and Happiness, V2
Replies: 102
Views: 33094

Re: Slowing down expansion, economics

These are some nice new mechanisms which should be able to add new depth to the game, but frankly, I can't help but notice that the name "influence" is grossly misleading. Perhaps you've abstracted a little bit too much. For example, these "influence costs" of buildings or planets etc is really a ma...
by Kassiopeija
Sat Feb 20, 2016 1:26 pm
Forum: Play-Testing Feedback
Topic: NOOBS read this first
Replies: 10
Views: 2112

Re: NOOBS read this first

I usually don't research defenses. The best defense is a good offense, so I concentrate on getting military tech and production ahead of the AIs. I usually skip the hitpoints branch because Gravi/Titans have already enough hitpoints. The saved RP are invested into increased research into defenses, ...
by Kassiopeija
Sat Feb 20, 2016 1:02 pm
Forum: Play-Testing Feedback
Topic: I need a challenge!
Replies: 26
Views: 2523

Re: I need a challenge!

Giving the AI a headstart is a good & easy thing to do, although it doesn't really solve the issue. You just have to overcome this, and afterwards, can also overrun all AI without any of them being able to follow you. What would be nice an option that gives the AI a set amount of extra turns, repeat...