Search found 24 matches

by Atarlost
Tue Jan 19, 2016 11:56 pm
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 38540

Re: What to do about Infrastructure?

Assuming this is still an open question I had a thought recently. Make infrastructure act as a cap on production use. Currently there's little reason to have more than one shipyard complex other than possibly the inability to build energy hulls and asteroid hulls in the same location on some maps. I...
by Atarlost
Tue Jan 19, 2016 11:49 pm
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 34996

Re: Fighters & Carriers

I've skimmed a bit past the first page, but I have a question I don't think anyone has asked: Why do fighters need variable weapon strength if they bypass shields? Upgrading fighter launch rate inherently increases damage for the carrier as a whole. Fighters can be completely homogenous and provide ...
by Atarlost
Tue Jan 19, 2016 10:50 pm
Forum: Other Game Design
Topic: Who moves planets and why?
Replies: 10
Views: 1760

Re: Who moves planets and why?

I recently moved an ancient fortress planet from a cul de sac to a front line star. Not sure how useful that actually is, but the benefit I hope to get from it at least isn't impacted by the population loss. Also, you can build drives on outposts, but you cannot actually use it because they have no ...
by Atarlost
Mon Nov 02, 2015 4:30 am
Forum: Play-Testing Feedback
Topic: Long, rambling post about ship hulls (v0.4.5 b2015-09-01)
Replies: 17
Views: 1807

Re: Long, rambling post about ship hulls (v0.4.5 b2015-09-01

Also, apologies if my reply started out a bit too defensive, I've put a lot of work into getting things as balanced as they are but I do agree with and appreciate many of your points, but do think you're undervaluing stealth and the organics as they are, let alone what they can/will be. I can't val...
by Atarlost
Thu Oct 29, 2015 9:22 am
Forum: Play-Testing Feedback
Topic: Long, rambling post about ship hulls (v0.4.5 b2015-09-01)
Replies: 17
Views: 1807

Long, rambling post about ship hulls (v0.4.5 b2015-09-01)

The hulls in the game don't appear balanced. I get the impression that they're largely placeholders. Historically I think the issue is internal slots. The first Free Orion version I played shields were ablative rather than reducing the damage of every shot individually, but stacked. Internal and ext...
by Atarlost
Tue Oct 27, 2015 9:38 pm
Forum: Play-Testing Feedback
Topic: AI builds troop ships
Replies: 18
Views: 4447

Re: AI builds troop ships

Having some with guns probably makes some sense but not all, but it would be better to fix the actual problem rather than paper it in a way that would disadvantage the AI production wise. It really depends on how hard the actual problem is to fix. I sort of get the impression that if it were easy i...
by Atarlost
Tue Oct 27, 2015 3:46 am
Forum: Play-Testing Feedback
Topic: AI builds troop ships
Replies: 18
Views: 4447

Re: AI builds troop ships

I find that if I don't use something like an asteroid hull my troopships die way too easily to mines and defense network regeneration. An unarmored flux hull only has 8 HP with reinforced hull. Mines 2 will kill 6 and defense network regeneration 1 will regen a minimum of 2 defense a turn. Against a...
by Atarlost
Mon Oct 26, 2015 7:03 pm
Forum: Play-Testing Feedback
Topic: AI builds troop ships
Replies: 18
Views: 4447

Re: AI builds troop ships

problem is that weapons are expensive, so this will greatly reduce the amount of produced troopships, which will also suffer in efficiency to take a planet because one slot is used for a weapons. secondly, it's probably better if troopships don't initiate combat with planets because they will will ...
by Atarlost
Sun Oct 25, 2015 5:22 am
Forum: Play-Testing Feedback
Topic: AI builds troop ships
Replies: 18
Views: 4447

Re: AI builds troop ships

Would it be possible to make the AI mark an armed ship as not to be given combat tasks? Spending one slot on a kinetic weapon on troop transports greater than a certain size would prevent them from being walled by shields if the war fleet gets called elsewhere before the troops arrive but after redu...