Search found 934 matches

by Ophiuchus
Mon Sep 16, 2019 1:34 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 10
Views: 119

Re: [Balance] Natives

I think it is better to lower the immediate benefits after invasion. That's why someone suggested (in another thread) to reduce population of invaded colonies. If we can do that (lower pop.) to native worlds, I think we should do it too to non-native worlds. I dont think strongly decreasing populat...
by Ophiuchus
Mon Sep 16, 2019 1:08 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 17
Views: 220

Re: Should fighters really act as cannonfodder?

If the question is "should we keep everything the same but have ships stop targeting fighters (here i mean ships target ships/planets, then if none target fighters)", then my answer is "no, then no one would build fighters anymore. Let's just leave it as is". If the question is "should we change x,...
by Ophiuchus
Mon Sep 16, 2019 12:55 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 17
Views: 220

Re: Should fighters really act as cannonfodder?

I believe the first shield (the one unlocked by Force Field Harmonics) is already cost-inefficient as soon as MD4 is researched (maybe even MD3). You can only judge the value in the ship designs. A robo hull with 2 Zortrium and 2 Lasers and a defense grid (shield-3) is about 20% more cost effective...
by Ophiuchus
Mon Sep 16, 2019 8:55 am
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 17
Views: 220

Re: Should fighters really act as cannonfodder?

Anti-shield. I don't think shields are currently very useful overall, but i'm still figuring things out. If this is true then serving as a counter to what is itself already mainly a counter-tactic isn't a very attractive role. Shields should matter. And actually maybe they do. Did anybody try rushi...
by Ophiuchus
Mon Sep 16, 2019 8:21 am
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 171

Re: Measuring efficiency of ship designs

The fastest way to do this is to change the c++ backend to provide somewhere an interface where you put in the combat universe and let it process the combat and gives back the combat result (surviving ships and values) and a combat report. That doesn't sound too difficult. I suppose the toughest pa...
by Ophiuchus
Mon Sep 16, 2019 7:36 am
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 10
Views: 119

Re: [Balance] Natives

Another way would be to increase cost of troop parts. I think it is better to lower the immediate benefits after invasion. I think capping (non-high tech) natives at pop 1 is a good idea gamewise and also easy to implement. Changing troop part cost does also affect all invasion not only natives. Th...
by Ophiuchus
Mon Sep 16, 2019 7:24 am
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 10
Views: 119

Re: [Balance] Natives

That said, i do sometimes set natives and specials to random in part just for variety and in part because it's interesting to see how that affects species-balance. For example, Trith are even more overpowered with Specials off, since the standard metabolisms do not have access to Growth Specials to...
by Ophiuchus
Mon Sep 16, 2019 6:53 am
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 17
Views: 220

Re: Should fighters really act as cannonfodder?

Just to clarify/correct myself: When I wrote turn I meant end of combat round/bout. That I misunderstood. Still it would be better if fighters were destroyed "on impact". Actually i think they are (different to zero structure ships) immediatly removed(?) Edit: After skimming the CombatSystem.cpp on...
by Ophiuchus
Sun Sep 15, 2019 10:49 am
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 38
Views: 4481

Re: Up-to-date Test Snap

I released current weekly build for days ago (and messed up the rev=45 post): freeorion_2019-09-10.f39038e51 rev=46 channel=beta News: Damaged ships are not automatically passive anymore after split (geoff) Aggressive fleets were always visible at the start of combat (even if well stealthed). This c...
by Ophiuchus
Sun Sep 15, 2019 9:50 am
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 17
Views: 220

Re: Should fighters really act as cannonfodder?

There's the concern of deterministic targeting and are we planning to model ships evading as well (so that you aren't always choosing your first priority target): ..very long quote touching lots of different topics.. talking about splitting evasion and hitting... talking about current stop-gap syst...
by Ophiuchus
Sun Sep 15, 2019 8:25 am
Forum: General Discussion
Topic: Tough on scouts!
Replies: 2
Views: 66

Re: Tough on scouts!

LOL. Consider shuttling them through (send enough ships; e.g. colony ship, korvette, 2 scouts) to soak hits so the scouts may pass through. Or consider using flux bubble hull.
by Ophiuchus
Sat Sep 14, 2019 9:50 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 20
Views: 3320

Re: New Fuel Settings?

My personal take right now is that robo hull isn't really overpowered at this point (all this talk of trading slots for fuel at some precise ratio is, to me, a bit silly as it presumes that the hulls are already perfectly balanced The point is having a framework for keeping the balance for ships of...
by Ophiuchus
Sat Sep 14, 2019 9:24 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 171

Re: Measuring efficiency of ship designs

There is morlic's old combat simulator: https://github.com/freeorion/freeorion/pull/1175 as well as his/her work on one in an alternate branch https://github.com/freeorion/freeorion/pull/1072. I'm not sure what state they are in, but i think you mentioned you are thinking of developing a simulator ...
by Ophiuchus
Fri Sep 13, 2019 5:28 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 20
Views: 3320

Re: New Fuel Settings?

Would exchanging an external slot for 2 fuel (so 3.5 fuel) make sense to you? Speaking of early game (up to military techs of Laser, Zortrium and first shields): With current balancing (4 external slots), the robotic hull is only cost-efficient* if you use shields against MD4 level (i.e. 6 damage p...
by Ophiuchus
Fri Sep 13, 2019 4:38 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 171

Re: New Fuel Settings?

Maybe two threads, since i don't think the fighter stuff fits the cost efficiency discussion. Or, maybe it identifies a factor which needs to be included. Your last words. I think figthers (and any other stuff that affects defense/offense of ship designs) must be considered when estimating the effi...