Search found 834 matches

by labgnome
Wed Aug 19, 2020 5:34 am
Forum: Other Game Design
Topic: Gaps in Native Species
Replies: 23
Views: 6296

Re: Gaps in Native Species

For Species 1 I am thinking a toned down version of the Laenfa so probably phototrophic with ocean preference, like Ugmors are to Egassem. Maybe also give them bad influence. Thinking about them for a while I imagine them as highly individualistic intelligent lily-pads. For Species 2 and Species 3 ...
by labgnome
Wed Aug 19, 2020 3:51 am
Forum: Other Game Design
Topic: Gaps in Native Species
Replies: 23
Views: 6296

Re: Gaps in Native Species

Another gap that occurs to me is the lack of good species for a "tall" strategy. As a tall empire will need species with good/great populations and good/great outputs. As you will be playing tall, I am thinking that these should all be planet-bound species as tall empires will not be expan...
by labgnome
Wed Aug 19, 2020 2:34 am
Forum: Other Game Design
Topic: Gaps in Native Species
Replies: 23
Views: 6296

Re: Gaps in Native Species

Of course we solve balance/mechanical problems also with using the right mix of content (as you just tried with exobots and the flat bonus nerfs). Of course you are right that solving this for a broad range of content is better than only for one certain mix. Adding some species which help with that...
by labgnome
Sun Aug 16, 2020 9:37 pm
Forum: Other Game Design
Topic: Gaps in Native Species
Replies: 23
Views: 6296

Re: Gaps in Native Species

I'd rather remove a few species than add more at this point... I couldn't disagree more. We're already in a bad enough spot with starting species determining your play-style. Not to mention seeing the same native species over and over again in the game. More species can only be a good thing. It's m...
by labgnome
Sun Aug 16, 2020 8:37 pm
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 46
Views: 12800

Re: Empire Types - "Origins"

Maybe what we need here is some more hidden colonising natives to give that option A truly hidden distributed empire can only use stealthy species, and a significant part of that stealthy species also need to be good stockpilers. Better yet, only use species that are both good at stealth and stockp...
by labgnome
Sun Aug 16, 2020 8:35 pm
Forum: Other Game Design
Topic: Gaps in Native Species
Replies: 23
Views: 6296

Gaps in Native Species

So currently we have a need for good/great stealth and stockpiling colonizing natives in the game as pointed out here . Another gap I see is a lack of good/great attack troop natives that can build ships. Right now only Ugmors have good attack troops. I don't know if there are any other noticeable g...
by labgnome
Sun Aug 16, 2020 3:40 pm
Forum: FreeOrion Project
Topic: 0.5 roadmap
Replies: 26
Views: 11816

Re: 0.5 roadmap

IMO there is a quite huge difference: The latter is just a discussion about what each species likes/dislikes. Both will be time-consuming and I don't want basically have to do it twice over. Which is why I think that this feature can afford to wait until 0.5.1. The former is a discussion about the ...
by labgnome
Sun Aug 16, 2020 5:33 am
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 3501

Re: Make viable the Tall strategy

So I think that the ideas outlined here would fit nicely as social policies, especially if we go the rout of influence upkeep. They'd also fit nicely into ideals. Maybe call them "Unitary" for tall empires and "Federated" for wide empires? Tall/Unitary Policies Policy Bonus Malus...
by labgnome
Sun Aug 16, 2020 4:36 am
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 4613

Re: Make troop/colony ships consume local troops/population

Well it won't be KISS to beginners to understand taking one unit of troop will cost them more than one for species that have good defensive troops but not good offensive ones... Personally I don't see that. I don't think that troops values will need to cost different amounts. Unless I'm mistaken, I...
by labgnome
Sat Aug 15, 2020 4:04 pm
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 3501

Re: Make viable the Tall strategy

@Oberlus, when you say you want a bonus or malus to influence per planet, are you referring to influence generation or influence upkeep?
by labgnome
Sat Aug 15, 2020 3:44 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 4613

Re: Make troop/colony ships consume local troops/population

LienRag wrote: Sat Aug 15, 2020 2:56 pm Doesn't take into account the difference between offensive and defensive troops, though.
It doesn't need to. Offensive and defensive troops aren't separate kinds of troops, they are different troop behaviors.
by labgnome
Fri Aug 14, 2020 1:16 pm
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 66
Views: 5217

Re: Influence mechanics brainstorming

I will say that I like the idea of high stability giving output bonuses. I however dislike the idea of stability being reduced on a random planet. I think that stability should go down empire-wide and rebels be generated at random locations. That way it not only makes sense, but that way large empir...
by labgnome
Thu Aug 13, 2020 10:34 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 4613

Re: Make troop/colony ships consume local troops/population

Simple implementation is a micromanagement headache. Troop regeneration scales with the number of planets. You suddenly need to spread troop ship production, build shipyards everywhere. Troop ship generation needs to be delayed until there are enough troops. What do you do with batches? Split those...
by labgnome
Thu Aug 13, 2020 11:58 am
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 4613

Re: Make troop/colony ships consume local troops/population

I may be mistaken, but I believe these ideas have floated around the forums here before. I personally think they make a lot of sense.
by labgnome
Thu Aug 13, 2020 11:52 am
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 46
Views: 12800

Re: Empire Types - "Origins"

Wide(colonies)+Tall(pop boosts)+Exterminating(invasion), as a whole, is the dominant strategy for now in FreeOrion. Tall without Wide isn't possible because how important is to have as many (big) colonies as possible. We do not have mechanics to allow for Tall+Narrow to via thing. Wide+Tall+Distrib...