Search found 161 matches

by LienRag
Thu Jun 04, 2020 9:47 am
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 36
Views: 1722

Re: Planetary defense redesign

Except that now Planet Defense is the higher-dealing damage before Spinal Antimatter Canon is unlocked, so in some fleet composition the only way to achieve attrition.
by LienRag
Tue Jun 02, 2020 11:26 pm
Forum: Other Game Design
Topic: Suggestions for a Carrier/Fighter revision
Replies: 27
Views: 2567

Re: Suggestions for a Carrier/Fighter revision

How do you round fractions, though ? Can the game keep track of "fractioned" fighters so they don't show up in the UI but are still there until they add up to a "full" fighter ? Because if it doesn't, rounding up means low number of losses get refilled entirely, defeating the point, and rounding do...
by LienRag
Sun May 31, 2020 1:20 pm
Forum: Other Game Design
Topic: Suggestions for a Carrier/Fighter revision
Replies: 27
Views: 2567

Re: Suggestions for a Carrier/Fighter revision

So I kept thinking and this prevents a mostly distributed empire from using fighters. Humph. I didn't think about that. Though having distributed Empires being able to use fighters only in some of their supply groups would make for a more diversified gameplay I guess ? As the PP-to-replenish-fighte...
by LienRag
Sat May 30, 2020 10:00 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 102
Views: 25408

Re: Influence Discussion

You've done a lot of work here, and I can't say that I understand all of it, but I have a concern that I guess everybody can share : will this be fun to play ? I mean, just paying Influence to buy a planet is certainly not very fun. Ditto for getting an enemy's production list. I can understand that...
by LienRag
Sat May 30, 2020 6:13 pm
Forum: Other Game Design
Topic: Suggestions for a Carrier/Fighter revision
Replies: 27
Views: 2567

Re: Suggestions for a Carrier/Fighter revision

You mean you want to have it cost PP to replenish? How to decide which fighters get replenished? And what is the gameplay reason for the cost? The gameplay reason for the cost is easy : making fighters less of a no-brainer and making attrition a viable strategy when attacking a fleet rich in fighte...
by LienRag
Sat May 30, 2020 5:11 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 2920

Re: Colony and fleet influence upkeep mechanics [RFC]

Also, about your initial formula : how does it fare in actual game in big galaxies ? I do think that the game is more interesting with many unoccupied planets (so that choosing which planet to colonize is very strategic, rather than colonizing everything) and if I understand correctly that's your go...
by LienRag
Sat May 30, 2020 5:01 pm
Forum: Other Game Design
Topic: General discusion on new species and traits
Replies: 29
Views: 869

Re: General discusion on new species and traits

E.g. the regular planet types are only different, not distinct. Distinctivess is currently only added because of the distinctiveness of the types of species which can live there. Thats why I fight for that the distribution of species traits is different at least for some environments. You're defini...
by LienRag
Sat May 30, 2020 4:54 pm
Forum: Other Game Design
Topic: General discusion on new species and traits
Replies: 29
Views: 869

Re: General discusion on new species and traits

I would rather have few but very well defined and distinct playing species (e.g. each empire species has a fitting ascension path, overcoming their own nature). I would also like to have many different species if those are so well defined. But doing this for ten is easier than for fifty. That certa...
by LienRag
Sat May 30, 2020 4:49 pm
Forum: Other Game Design
Topic: General discusion on new species and traits
Replies: 29
Views: 869

Re: General discusion on new species and traits

Ophiuchus wrote:
Mon May 18, 2020 1:07 pm
And I also would like the galaxy to have a bit more space, with empty planets even in the end game.
That depends on galaxy size compared to the number of empires and even more on the upkeep formula, doesn't it ?
by LienRag
Sat May 30, 2020 4:40 pm
Forum: Play-Testing Feedback
Topic: Trying last version
Replies: 7
Views: 340

Re: Trying last version

This is easy enough to see in the galaxy map, look for your supply lines that are the wrong color. No it isn't. And I know, I did it a lot of time. Sometimes yes the broken supply lines are easy to spot, very often they are not. And it's very tedious to have to go multiple times over the galaxy map...
by LienRag
Sat May 30, 2020 4:25 pm
Forum: Other Game Design
Topic: Fix Exponential Growth
Replies: 25
Views: 602

Re: Fix Exponential Growth

When it comes to actual numbers, I'd probably start with something along these lines: 0.5 per pop base production (focus setting), boni/boosts provided by techs/buildings/specials between 0.01 and 0.1 per pop. That works late game when population is important, but not early game. Which means the ga...
by LienRag
Sat May 30, 2020 3:43 pm
Forum: Other Game Design
Topic: Suggestions for a Carrier/Fighter revision
Replies: 27
Views: 2567

Re: Suggestions for a Carrier/Fighter revision

[*]Introduce shipyard extensions required for "fighter production". Ships with fighter parts could only be build at shipyards with that extension, and carriers would only by able to replenish/upgrade their fighters if supply connected to such a shipyard. That means it becomes a bit harder to supply...
by LienRag
Sat May 30, 2020 3:02 pm
Forum: General Discussion
Topic: 11th slow game wishlist
Replies: 39
Views: 491

Re: 11th slow game wishlist

And I hate to see that shields mean nothing right now. This. Fighters are a very interesting addition to the game (I began to play before they were added, so I can tell) but by getting rid of the interest of shields they also removed an important part of the game... Maybe making them cost much more...
by LienRag
Sat May 30, 2020 2:53 pm
Forum: Play-Testing Feedback
Topic: Trying last version
Replies: 7
Views: 340

Re: Trying last version

I tried the last version (with Oberlus' nerf, the last snap available) on a standard game (the only thing I changed from default settings was put played race at random, and it gave me Scylior). So, yes, it's a bit different. Obviously when everything is nerfed, what that means is that what has been ...
by LienRag
Sat May 30, 2020 1:33 pm
Forum: Other Game Design
Topic: More dependencies on strategic resources (ship build on )
Replies: 18
Views: 2394

Re: More dependencies on strategic resources (ship build on

For organics ships: Reduce minimum turns tu build (-1 per special?) for production in that planet. Increase speed (+10 each different special?) and/or regeneration rate and/or growth rate (+10% per special?) of ships in supply range. For robotics: Reduce de cost for production (-10% per special?) i...