Search found 51 matches

by LienRag
Fri Jul 05, 2019 2:11 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 59
Views: 20582

Re: Themed Tech Tree Fundamentals

Copypasta :evil: I am having serious trouble to not feel insulted. I acknowledge that is my own problem. But anyway, you could try to have more tact. Putting an H within the IMO does not fix that. It seems that I indeed did insult you, and for that I offer my fullest apologies, as it was in no way ...
by LienRag
Fri Jun 14, 2019 11:39 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 18822

Re: Influence, Control, Loyalty, Sectors (WIP)

I don't want to have to set the autonomy of each sector I create and keep tack of that. There is already the planetary foci to keep track of. If there is a sector-level autonomy mechanic I'd prefer it to be more automatic. Plus you would need a whole UI just to set sector autonomy if it's going to ...
by LienRag
Fri Jun 14, 2019 11:07 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 59
Views: 20582

Re: Themed Tech Tree Fundamentals

With the current tech tree that would not make too much difference I guess. While this would probably ease the visualisation of tech queue, I do not get how that is supposed to work. Waste the overflown resources invested in secondary tech after finishing your primary tech because you want to switc...
by LienRag
Fri Jun 14, 2019 10:48 pm
Forum: Other Game Design
Topic: Stealth mechanics proposal
Replies: 31
Views: 13786

Re: Stealth mechanics proposal

Stealth mechanics proposal to couple with the weapons rework proposal (...) Core mechanics: Detection equal(***) or greater than stealth: normal combat, all ships are targettable from start (combat round 1), and are visible in the galaxy map. Stealth greater than detection (stealth-detection=H>0): ...
by LienRag
Fri Jun 14, 2019 10:42 pm
Forum: Other Game Design
Topic: Shipyards and Hull-Lines Rework
Replies: 13
Views: 8503

Re: Shipyards and Hull-Lines Rework

Maybe before "more often" the techs should make the monster spawning more regular? That's really the beef I have with the current system, at early game one Outpost is a serious investment, and depending on sheer luck it can pay enormously (get a few monsters early and have them mature enough that y...
by LienRag
Fri Jun 14, 2019 10:32 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 26103

Re: Ship weapons rework

For nitpicking: having point-blank weapons doing (depending of the relative combat orders) from zero to 4 times the same damage as they do in the current proposal (the one Ophiuchus mentioned) looks to me like a difference. Sorry, a difference to what? It's just nitpicking, but between the current ...
by LienRag
Fri Jun 14, 2019 10:18 pm
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 49
Views: 16649

Re: About Tech Tree GUI

each Theme will make for a different Research Strategy How? That's the easy part to answer: - with Mechanical tiered system one would pick the minimal number of Techs from a Tier to be able to research higher Tiers. - with Cybernetics permanent rearrangement system one would care to pick the most i...
by LienRag
Fri Jun 14, 2019 10:14 pm
Forum: Other Game Design
Topic: Planet Specials
Replies: 0
Views: 11013

Planet Specials

There's 148 pages of results for the keyword "Specials" so I may be creating a redundant thread as I haven't read more than four of them, please point it to me if that's the case. Anyway, after Ovarwa's very interesting ideas, here are a few more (not all of them necessarily original): - Asteroid Fu...
by LienRag
Fri Jun 14, 2019 10:03 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 59
Views: 20582

Re: Themed Tech Tree Fundamentals

With the current tech tree that would not make too much difference I guess. While this would probably ease the visualisation of tech queue, I do not get how that is supposed to work. Waste the overflown resources invested in secondary tech after finishing your primary tech because you want to switc...
by LienRag
Thu Jun 13, 2019 1:38 pm
Forum: General Discussion
Topic: Stargates
Replies: 8
Views: 6582

Re: Stargates

Thank you for pointing me to FOCS tutorial, I didn't understand that modifying game mechanisms was possible without C++ (and a good knowledge of the existing codebase).
I'll try to experiment with it then, and let you know if I succeed doing so.
by LienRag
Thu Jun 13, 2019 12:00 pm
Forum: General Discussion
Topic: Ship Tanker.
Replies: 6
Views: 6115

Re: Ship Tanker.

Nice answer from Oberlus, I must confess.
I guess it closes the subject indeed.
by LienRag
Wed Jun 12, 2019 11:58 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 26103

Re: Ship weapons rework

For nitpicking: having point-blank weapons doing (depending of the relative combat orders) from zero to 4 times the same damage as they do in the current proposal (the one Ophiuchus mentioned) looks to me like a difference. And, still for nitpicking: the "good thing" (ship parts noisiness) that I pr...
by LienRag
Wed Jun 12, 2019 11:48 pm
Forum: General Discussion
Topic: Stargates
Replies: 8
Views: 6582

Re: Stargates

Go at it, then :wink: I'm not certain that you'd like the result if I were to touch your codebase... and as you're the Graphic guys I'm positive that you don't want me to touch FreeOrion's graphics! I don't see the use for "owned" stargates able to allow an enemy invasion? If we limit that to "neut...
by LienRag
Wed Jun 12, 2019 11:46 pm
Forum: Other Game Design
Topic: Shipyards and Hull-Lines Rework
Replies: 13
Views: 8503

Re: Shipyards and Hull-Lines Rework

I'll let you (collective you) decide whether to go for influence upkeep or infrastructure, but the (general, not specific to shipyards) usefulness of using infrastructure as Labgnome defends it is that building everything on the same planet as the Imperial Palace ceases to be a no-brainer... It even...
by LienRag
Wed Jun 12, 2019 11:43 pm
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 49
Views: 16649

Re: About Tech Tree GUI

Work, yes. Crazy amount of it, I'm less certain. Only the permanent rearrangement of the Cybertech tree would require some careful design about it's implementation, balance and design; the others are quite standard. Create countless problem, I'm not sure either. What it will certainly do is set in s...