Search found 226 matches
- Fri Aug 06, 2004 7:49 am
- Forum: Other Game Design
- Topic: Ships suggestions
- Replies: 68
- Views: 9044
- Fri Aug 06, 2004 6:39 am
- Forum: Other Game Design
- Topic: Tech tree fundamentals
- Replies: 48
- Views: 13325
- Thu Aug 05, 2004 5:42 pm
- Forum: Other Game Design
- Topic: Ships suggestions
- Replies: 68
- Views: 9044
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...
- Thu Aug 05, 2004 3:36 pm
- Forum: Other Game Design
- Topic: Ships suggestions
- Replies: 68
- Views: 9044
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...
- Thu Aug 05, 2004 10:11 am
- Forum: Other Game Design
- Topic: Tech tree fundamentals
- Replies: 48
- Views: 13325
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...
- Thu Aug 05, 2004 8:57 am
- Forum: Other Game Design
- Topic: Submarines!
- Replies: 16
- Views: 2995
- Fri Jul 16, 2004 4:45 pm
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 7007
- Fri Jul 16, 2004 9:12 am
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 7007
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...
- Thu Jul 15, 2004 4:46 pm
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 7007
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...
- Wed Jul 14, 2004 11:46 am
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 7007
* 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...
- Wed Jul 14, 2004 11:41 am
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 7007
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 ...
- Wed Jul 14, 2004 11:15 am
- Forum: Other Game Design
- Topic: Strategic Resources
- Replies: 23
- Views: 4057
'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...
- Tue Jul 13, 2004 5:48 pm
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 7007
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...
- Tue Jul 13, 2004 10:29 am
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 7007
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...
- Tue Jul 13, 2004 9:55 am
- Forum: Other Game Design
- Topic: Infrastructure Design Document Stuff
- Replies: 22
- Views: 3919
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...