Search found 1532 matches

by Krikkitone
Mon Oct 26, 2020 1:05 am
Forum: Scripting & Balancing
Topic: Hangar-bay-less launch bay with fighters on it?
Replies: 4
Views: 50

Re: Hangar-bay-less launch bay with fighters on it?

Tentacle roots/anchors (if a tentacle is attacking another ship in space it needs to be fixed on pretty well)

or tentacle musculature /cavity

the launch bay could be tentacle orifice
by Krikkitone
Fri Oct 23, 2020 2:06 pm
Forum: Other Game Design
Topic: Organic hull evolution/mutation
Replies: 17
Views: 141

Re: Organic hull evolution/mutation

I like the idea of
Fully grown Hull -> Bigger hull with extra slots filled with biological "parts" (whether or not you had those parts originally)
by Krikkitone
Sat Oct 17, 2020 3:04 pm
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 383

Re: Research Upkeep

That’s why I think it would be easiest for the “cost-output adjustment mechanism” to make tech cost effectively exponential. So it doesn’t need massive readjustments to the costs of all the individual techs each time the growth shifts. Because we will always have exponential growth in a 4x game.. so...
by Krikkitone
Tue Oct 13, 2020 12:57 am
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 383

Re: Research Upkeep

The problem with research is that the cost is fixed but the benefit depends on how big your empire is. benefits from research are per planet/ per population/ per ship, etc. So if a tech is worthwhile for some empires at time X it will be worthwhile for all empires at time X+N.....unless the actual c...
by Krikkitone
Fri Oct 09, 2020 1:35 am
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 383

Re: Research Upkeep

I like the basic idea. How exactly we implement it would depend on what we want in terms of different tech paths. A few alternatives for the “maintenance factor” 1. Total number of techs (encourages highest value techs only...makes split paths a very bad idea) 2. Total cost of techs (split paths les...
by Krikkitone
Thu Sep 24, 2020 3:25 pm
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 28
Views: 538

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

That makes sense. And if influence costs penalize wide too much, make them depend more on population and less on number of planets/systems.

(you could also allow additional expensive levels of “terraforming” late game)
by Krikkitone
Wed Sep 09, 2020 4:01 pm
Forum: Other Game Design
Topic: Balancing gifting with influence and stability
Replies: 19
Views: 763

Re: Balancing gifting with influence and stability

I see the balance working something like this -invasion->major stability/species opinion penalty (to invader) -gifting->tiny penalty to gifter and giftee -species being a minority* in your empire->species opinion penalty *can refer to total population or include things like “political strength” ie p...
by Krikkitone
Fri Sep 04, 2020 2:35 pm
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 600

Re: Make viable the Tall strategy

The thing is that the "go Wide or go bust" doesn't come out of nothing. It's a direct consequence of one of FreeOrion core design choice, to have (most) effects generated at Empire scale (well, mostly at the scale of the Supply group, but usually it's the same). Its actually an even more core desig...
by Krikkitone
Thu Aug 27, 2020 12:10 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 762

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

The simplest way to take population/troops is just proportionally. eg...colony ship needs 3 population, the supply group has 25 population of that species. Each world loses 3/25 (12%) of its population. It’s not “optimized for best empire function” but that can just be how it works making it less mi...
by Krikkitone
Fri Aug 14, 2020 12:27 pm
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 45
Views: 1074

Re: Influence mechanics brainstorming

I don’t think stability should give output bonuses. instead When stability is negative -output meters don’t grow -rebel troops are generated -“suppression” project becomes available which uses production to siphon troops from supply connected worlds to this one If all your troops are killed by rebel...
by Krikkitone
Sun Aug 09, 2020 8:56 pm
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 42
Views: 1372

Re: Empire Types - "Origins"

I think having an empire start with some "Origin" techs which give early access to policies/ships/buildings would be a good idea.

Have the "Origin" techs be later in the tech tree (and not "buyable/spyable" for anyone that doesn't have the prerequisites
by Krikkitone
Mon Aug 03, 2020 3:02 pm
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 42
Views: 1372

Re: Empire Types - "Origins"

It might be better to have certain techs/policies only researchable/usable if a species is in your empire, and starting species could come with certain techs/assets already enabled for the empire that has them as starting species
by Krikkitone
Mon Aug 03, 2020 2:29 pm
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 45
Views: 1074

Re: Influence mechanics brainstorming

Here's an idea, for a non hard limit Influence maintenance is not applied to colonies, but to non influence colonies in an increasing way The cost of a non influence focused colony=(total# of colonies) So if colonies produce 100 influence ... 1 colony you need 1% of your empire devoted to maintenanc...
by Krikkitone
Sat Aug 01, 2020 10:15 pm
Forum: Other Game Design
Topic: Unhappiness, Rebellion and Species
Replies: 6
Views: 722

Re: Unhappiness, Rebellion and Species

Another purpose of rebellion would be a "nonmilitary" way to attack another empire Using influence. (as well as a reason to pay attention to anything else that affects stability/happiness.)
by Krikkitone
Fri Jul 31, 2020 2:12 am
Forum: Other Game Design
Topic: Influence and Species
Replies: 22
Views: 457

Re: Influence and Species

Actually George should probably have terrible influence, he understands nothing of influencing other minds. (maintaining control over George should have some sort of discount if there is a George capital )