Search found 834 matches

by labgnome
Fri Sep 04, 2020 6:56 pm
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 509

Re: Make viable the Tall strategy

Oberlus wrote: Fri Sep 04, 2020 12:41 pm LienRag, did you read OP before begining this verbal incontinency?
Anyways, if you want to ask "what's a tall strategy?" you need less than 200 words.
That's rude and unnecessary.
by labgnome
Mon Aug 31, 2020 3:24 am
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 45
Views: 928

Re: Influence mechanics brainstorming

I like that idea :) Maybe stability should only be connected to happiness. Missing influence reduce happiness on random planets. If the happiness is below 5 (just to give a number) rebels are created. This could as well happen as you take an colony by invasion. But you should have the chance to get...
by labgnome
Sun Aug 30, 2020 10:01 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

Everyone seems to want to argue from reality now. And there should be clear, game mechanic based rules for what goes where. They are organized thematically, not based (primarily) on game mechanics. This is not motivated by a "realism" argument. That strikes me as a very arbitrary way to divide them...
by labgnome
Sun Aug 30, 2020 9:56 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

Oberlus wrote: Sun Aug 30, 2020 8:32 pm
labgnome wrote: Sun Aug 30, 2020 8:28 pm there should be clear, game mechanic based rules for what goes where.
They are clear enough to me.
Then I am sure you can explain them here.
by labgnome
Sun Aug 30, 2020 8:28 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

.. Sorry, you do not seem to understand what i write (or vice versa). I think I might have mistaken you for Geoff, but my main points still stand. I find the material confusing. Everyone seems to want to argue from reality now. And there should be clear, game mechanic based rules for what goes where.
by labgnome
Sun Aug 30, 2020 5:53 pm
Forum: FreeOrion Project
Topic: 0.5 roadmap
Replies: 22
Views: 698

Re: 0.5 roadmap

Neither do I share your assessment that your proposed model isn't that much more complex/time consuming to design and implement than a simple direct assignment of which policies species like/dislike - IMO the former will require significantly more effort than the latter. Nor do I think it a waste o...
by labgnome
Sun Aug 30, 2020 4:55 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

For having different policies in the same category competing for the same slot. Fluff is the design tool to explain the categorization to the players and to help one remember where which effect is. The fluff is confusing and unclear to me in that area. The policies aren't grouped in the 'pedia, and...
by labgnome
Sun Aug 30, 2020 4:34 pm
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 509

Re: Make viable the Tall strategy

Disagree. There are little differences between buildable specials (gated through a building) and buildings. You must be confused. Well I still disagree with you. I don't think I'm confused, I think you're just being stubborn. They might have similarities but that doesn't make the the same thing. Yo...
by labgnome
Sun Aug 30, 2020 4:31 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

Of course it has an economic system. It is the economic system what provides PP to/from the factories, RP to/from the labs, food on the table, etc. Free Orion has no factories, labs or food. Certainly not as game elements, which is what matters here. Check out the meaning of "economic system". This...
by labgnome
Sun Aug 30, 2020 4:17 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

Free Orion supply, and sort-of has resources but doesn't have trade or economic systems. Now it does, via policies. -sociology (how societies are organized or run, inter-species relations, how decisions are made, how nominal "rulers" are chosen, how decisions / rules are enforced, what ideals socie...
by labgnome
Sun Aug 30, 2020 4:14 am
Forum: Other Game Design
Topic: Armored Hull Line
Replies: 7
Views: 301

Re: Armored Hull Line

What else do Sly need from the robotic hull line? I don't really play as Sly so I can't say for sure, but I would think the other hulls in the "flux family" of the robotic hull line could serve them as well. The issue is with the Void theme being a side theme and not immediately accessible to playe...
by labgnome
Sun Aug 30, 2020 4:13 am
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 509

Re: Make viable the Tall strategy

Oberlus wrote: Sat Aug 22, 2020 4:31 pmThey must be varied in terms of gameplay. Policy != building. Bulding == building.
Planet != Building. Special != Building.

However if you are insistent in warping my idea into a policy, can you at least call it something different?
by labgnome
Thu Aug 27, 2020 3:38 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

Like what makes a social policy a social policy, what makes a military policy, and what makes an economic policy an economic policy? Is the 1) concept and 2) effect of the policy mostly related to: -military (ships, troops, planet weapons, shields, detection) Straight-forward enough, and military p...
by labgnome
Wed Aug 26, 2020 9:16 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Re: Testing Government and Influence

What are the criteria for the different policy types? This is especially unclear for social and economic policies. Not sure what you mean... "criteria" in what sense? Like what makes a social policy a social policy, what makes a military policy, and what makes an economic policy an economic policy?...
by labgnome
Wed Aug 26, 2020 4:31 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 735

Testing Government and Influence

So I have had my first experience doing some testing-out of the latest build. A few thoughts so far... Minor nit-picks: Racial Purity should probably be at the Concentration Camps technology, rather than Architectural Psychology. The entry for the Balance policy is just confusing. There should be mo...