Search found 261 matches

by LienRag
Wed Jun 12, 2019 11:41 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 59
Views: 21967

Re: Themed Tech Tree Fundamentals

Maybe work on what kind of dichotomies the theme plays with, while maintaining a common over-arching focus that aligns with the theme. Some I could see: Biotechnology: biological engineering vs. environmentalism, both having a "control" focus. Crystalline: meritocracy vs. egalitarianism, both havin...
by LienRag
Wed Jun 12, 2019 11:33 pm
Forum: General Discussion
Topic: Ship Tanker.
Replies: 6
Views: 6450

Re: Ship Tanker.

Yes I did... It's useful in great galaxies but comes too late in the game to be really interesting strategically. (and yes indeed ship tankers would be micromanagement hell, I failed to see that and now I fail to find a way for it not too be, though I still think they would be nice if micromanagemen...
by LienRag
Tue Jun 11, 2019 4:46 pm
Forum: General Discussion
Topic: Stargates
Replies: 8
Views: 6940

Re: Stargates

Another old idea that's still quite interesting...
by LienRag
Tue Jun 11, 2019 4:45 pm
Forum: General Discussion
Topic: Ship Tanker.
Replies: 6
Views: 6450

Re: Ship Tanker.

I know it's old but imho it's a better idea than the Sun ship or the zero-point fuel generator (too overpowered)...
by LienRag
Mon Jun 10, 2019 2:08 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 19990

Re: Influence, Control, Loyalty, Sectors (WIP)

First question, who call them Nomes (an unfamiliar name to most people) rather then Sectors? What makes "Nome" a better descriptor then "Sector", a staple of sci-fi and something most players are going to initially posses a basic grasp of. I think calling them Nomes is unnecessarily obtuse. Well, A...
by LienRag
Mon Jun 10, 2019 1:28 am
Forum: Other Game Design
Topic: Exoplanet simulation
Replies: 11
Views: 6568

Re: Exoplanet simulation

That is certainly a valid objective.
by LienRag
Sat Jun 08, 2019 10:44 pm
Forum: Other Game Design
Topic: Exoplanet simulation
Replies: 11
Views: 6568

Re: Exoplanet simulation

No I meant only a generation script using the current environments and species, nothing else. That is probably a chunk of complexity one or two people for dabbling with freeorion can handle. Not a huge task but still difficult enough. Yes, it would be possible. But to what use? I'm not a planetolog...
by LienRag
Sat Jun 08, 2019 10:36 pm
Forum: Other Game Design
Topic: Tactical Combat
Replies: 6
Views: 6383

Re: Tactical Combat

I guess that I shouldn't derail this thread anymore so I'll continue here... After reading all I could find about older Combat Mechanisms discussions, apparently most of what I've proposed there isn't very original (actually it didn't pretend to be, I just tried a synthesis of good ideas found here ...
by LienRag
Fri Jun 07, 2019 5:53 pm
Forum: Other Game Design
Topic: Ideas for small/atomic theme categories
Replies: 41
Views: 14531

Re: Ideas for small/atomic theme categories

This is great :D The thread is open for anyone (including Unnamed) to toss his ideas. Preferably in a useful form like the one I propose in this thread: Name. Fluff description. Brief list of functions it could cover. No need yet to specify if it will require a building, a project or whatnot. Some ...
by LienRag
Fri Jun 07, 2019 5:12 pm
Forum: Other Game Design
Topic: free orion tactical space combat
Replies: 30
Views: 28230

Re: free orion tactical space combat

Having been inderictly sent to this topic by Oberlus, I can't resist giving my opinion about it, even knowing that player-controlled tactical combat is probably not going to happen. First, I have to say that I played a bit of Master of Magic and quite a lot of Age of Wonders (which had trouble camou...
by LienRag
Fri Jun 07, 2019 5:05 pm
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 49
Views: 17817

Re: About Tech Tree GUI

Having differents patterns/feels for different parts of the Tech tree... Mechanical: keep it like it is in your new design Organic: keep it bushy ("foisonnant") as it is now, even maybe have it sprout new techs now and then Crystalline: have it like a crystal (regular pattern of technologies allowin...
by LienRag
Fri Jun 07, 2019 3:21 pm
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 49
Views: 17817

Re: About Tech Tree GUI

I do not contest that, and while some of my other posts have been the outputs of relatively elaborate thinking, here I just wanted to express some of my gut feelings as feedback of how it spontaneously appears to new players (at least to some new players). So yes, I feel the current tech tree's bush...
by LienRag
Thu Jun 06, 2019 10:18 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 27450

Re: Ship weapons rework

Did you check out this one? https://www.freeorion.org/forum/viewtopic.php?f=6&t=11003 I don't think I did, thank you for pointing it to me. As it itself links to more topics, I'll need time to review them all. It seems indeed to be very close to what I was proposing, so I'll have to ponder whether ...
by LienRag
Wed Jun 05, 2019 11:49 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 27450

Re: Ship weapons rework

I am too against player-controlled (i.e., interactive, played in a board like chess or star craft) tactical combat. But I am utterly bored of current non-interactive combat system where ships are like sitting ducks shooting randomly. May I try once again to interest you in my formation combat mecha...
by LienRag
Wed Jun 05, 2019 11:33 pm
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 49
Views: 17817

Re: About Tech Tree GUI

I'd just like to say that I really like (for irrational reasons maybe, not trying to criticize your work) the bushy aspect of current tech tree, and that your proposals seem quite cold to me (ditto, it's my gut speaking, I have no way to tell if other players will feel the same way).