Search found 645 matches

by labgnome
Sun Mar 15, 2020 4:59 am
Forum: Scripting & Balancing
Topic: Fluff Gamma Burst Party Poll
Replies: 9
Views: 145

Re: Fluff Gamma Burst Party Poll

Geoff the Medio wrote:
Fri Mar 13, 2020 3:26 pm
"Arc Disruptor"?
I like! Wish I could change my vote now.
by labgnome
Wed Mar 11, 2020 4:36 pm
Forum: Scripting & Balancing
Topic: New weapon part - Gamma Burst Slingshot (aka Arc Disruptor)
Replies: 75
Views: 1394

Re: New weapon part - Gamma Burst Slingshot

I've always imagined the MD as a sort of debris shotgun (you accellerate a tray loaded of asteroid debris in a railgun and see how that cloud of debris flies at high speed towards your enemy while your ship goes a bit backwards). That visual only makes me like the idea less. It's so "messy". What a...
by labgnome
Mon Mar 09, 2020 2:24 pm
Forum: Scripting & Balancing
Topic: New weapon part - Gamma Burst Slingshot (aka Arc Disruptor)
Replies: 75
Views: 1394

Re: New weapon part - Gamma Burst Slingshot

plasma-wave weapon Gamma Burst Shotgun Both good ideas. I would stick to GB Shotgun because it does not use the "plasma" word, which helps players realise it has nothing to do with that and techs are not related. I hate the "shotgun" about as much as I hate "slingshot" the names are just not sci-fi...
by labgnome
Mon Mar 09, 2020 2:16 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 79
Views: 4289

Re: Should fighters really act as cannonfodder?

Of course story/aestetics wise it should be the different way round (so pilot trait more important for fighters than for ships). Off-topic: What about splitting the species trait into two: Pilots to affect only fighters and Weapons (or Artillerymen) to affect only guns? A species could have both. "...
by labgnome
Fri Mar 06, 2020 7:19 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 58
Views: 18015

Re: Species Values Discussion

So here is a new re-work of the values system based around keeping xenophobic as-is and calculating opinion based on planets. Values will be species traits, producing happiness, opinion and an effect on surrounding planets of other species. Though producing happiness and opinion for all members of a...
by labgnome
Fri Mar 06, 2020 5:35 pm
Forum: Scripting & Balancing
Topic: New weapon part - Gamma Burst Slingshot (aka Arc Disruptor)
Replies: 75
Views: 1394

Re: New weapon part - Gamma Burst Slingshot

What about some kind of area of damage explanation? So you are shooting some kind of beam that affects a great portion of the space but with low damage to any particular point in that space. I think it makes more sense to talk about some kind of continuous, diffused beam rather than a multi-shot, p...
by labgnome
Fri Feb 28, 2020 8:17 pm
Forum: Other Game Design
Topic: New Special: WeirdNameHere Nebulae
Replies: 6
Views: 364

Re: New Special: WeirdNameHere Nebulae

Maybe "Dark Matter" nebula and "Dark Matter" cannon?
by labgnome
Sun Feb 16, 2020 3:29 am
Forum: Other Game Design
Topic: Leaders
Replies: 9
Views: 846

Re: Leaders

Uriuk wrote:
Sun Feb 16, 2020 12:05 am
Will your agents divide into dark and light sides of Force?
What?
by labgnome
Sat Feb 15, 2020 10:03 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 100
Views: 25009

Re: Influence Discussion

From this discussion on leaders , here is an interesting idea I had about influence projects. What if you had a definite number of influence projects you could do at a time, but could choose how much of your influence budget to allocate to them? Basically what if you started off with 1 slot for each...
by labgnome
Sat Feb 15, 2020 9:30 pm
Forum: Other Game Design
Topic: Leaders
Replies: 9
Views: 846

Re: Leaders

Additions to the game should add new mechanics, not more layers to the same mechanic. Giving bonuses is like the most common and less diversifying addition you can make. Giving bonuses in novel ways, with conditions different to any existing mechanic, that would be something interesting. Heard. If ...
by labgnome
Sat Feb 15, 2020 4:18 pm
Forum: Other Game Design
Topic: Leaders
Replies: 9
Views: 846

Re: Leaders

looks similar to "Planetary Focus", but with more micromanagement Fair enough. I don't know that completely I agree. I think tying them to influence projects makes them more interesting than micromanagy. However I am definitely open to ideas on how to change things up, or even completely alternate ...
by labgnome
Sat Feb 15, 2020 2:36 am
Forum: Other Game Design
Topic: Leaders
Replies: 9
Views: 846

Re: Leaders

Governors and Agents This is an alternative proposal I thought of after spending some time playing Civ VI. Maybe we could use a system similar to their governor system. I think that might be more appealing to people who might not want to contend with potentially hundreds or even thousands of leaders...
by labgnome
Fri Feb 14, 2020 5:57 pm
Forum: Other Game Design
Topic: More attributes for weapons
Replies: 8
Views: 378

Re: More attributes for weapons

You seemingly want to add a lot of complexity to combat and weapons, all at once. In the end yes. But for know I'm looking at having a versatile backend (constrained by efficiency) that allows users to mod in the extra complexity they could want. In other words, I'm not aiming at introducing such w...
by labgnome
Sun Feb 09, 2020 3:04 pm
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 57
Views: 1259

Re: Missile/Projectile Weapons

Oberlus wrote:
Sun Feb 09, 2020 10:40 am
labgnome wrote:
Sun Feb 09, 2020 2:28 am
I tried to test it out but get error messages in universe generation.
Did you pull also the prerequisite PR#2698?
I think so. I downloaded the whole thing.
by labgnome
Sun Feb 09, 2020 2:28 am
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 57
Views: 1259

Re: Missile/Projectile Weapons

Ophiuchus wrote:
Sat Jan 25, 2020 3:54 pm

@labgnome did you have a chance to try the missiles implementation?
I tried to test it out but get error messages in universe generation.