Make 'Infrastructure' meter increase ship speed and lower ship maintenance.
What do you think?
Search found 88 matches
- Thu Nov 03, 2022 3:36 pm
- Forum: Other Game Design
- Topic: Infrastructure increase ship speed and lower ship maintenance
- Replies: 1
- Views: 1201
- Mon Sep 13, 2021 5:33 am
- Forum: Other Game Design
- Topic: Two kind of satellite (moon)
- Replies: 1
- Views: 2989
Two kind of satellite (moon)
I don't mean the artificial satellite, I mean the real satellite, the moon. Big moon and small moon. For big moon, it: 1 is always smaller than the planet. 2 can have completely different environment. 3 can have population, outcome,defense,like normal planet (need to be colonized). 4 share building ...
- Thu Sep 02, 2021 12:58 am
- Forum: Other Game Design
- Topic: New policy: space city
- Replies: 5
- Views: 3036
Re: New policy: space city
Maybe we should make ships by default, does not just destroy it but just remove its shield and defense. So you can choose whether to destroy it or invade it when you invade the planet. ---------------------------------------------------------------- And just make space city has shield and defense, s...
- Wed Sep 01, 2021 4:01 am
- Forum: Other Game Design
- Topic: New policy: space city
- Replies: 5
- Views: 3036
New policy: space city
Your planet will "grow" a space city after hit its max population. Population growth on space city should very slow like your planet population is almost 0. Level-1 space city should just add some max population, and put a sat on the planet. Space city can be easily destroyed just like to ...
- Wed Sep 01, 2021 3:33 am
- Forum: Other Game Design
- Topic: Species that inhabit in space
- Replies: 1
- Views: 2660
Species that inhabit in space
Maybe some species can live very well in space. They: 1 Prefer small planet, small planet has small gravity, make them easier to land on planet to mine or do other economy activity. 2 Suffer much lesser penalty on small planet. They live in space, work, research in space. 3 Should suffer great penal...
- Wed Sep 01, 2021 2:53 am
- Forum: Other Game Design
- Topic: Monster oriented trait
- Replies: 1
- Views: 2757
Monster oriented trait
Species like human or some other organic, maybe we can give them like "better kraken combat". Human can recognize emotion, they can control kraken better.
Some other species maybe can be good at control other kind of monster.Like "better snow flak combat".
Some other species maybe can be good at control other kind of monster.Like "better snow flak combat".
- Wed Sep 01, 2021 2:32 am
- Forum: Other Game Design
- Topic: Growing monsters in "ship building style"
- Replies: 0
- Views: 8100
Growing monsters in "ship building style"
Say, if you put a monster on a planet that allow that kind of monsters to grow up. Then you can "build" a higher level monster, costing some production points. When this "build" process finish, the monster grow up. -----------------------------------------------------------------...
- Wed Sep 01, 2021 2:13 am
- Forum: Other Game Design
- Topic: Mount ship parts on monsters
- Replies: 0
- Views: 7890
Mount ship parts on monsters
So, if some of your planets can generate monsters. You can design a "monster-based" ship, and order that planet to "build" that ship. Then when a new monster of that type is about to be generated and you have enough production point, new "monster ship" will be built. --...
- Wed Sep 01, 2021 1:54 am
- Forum: Other Game Design
- Topic: Make planetary stealth specialty also bonus flux hull
- Replies: 0
- Views: 7919
Make planetary stealth specialty also bonus flux hull
If a flux hull stay in a friendly system that have planetary stealth specialty, the flux hull will get extra stealthy.
For +20 planetary stealth tech, +10 flux hull stealth (adjustable)
For +40 planetary stealth tech, +20 flux hull stealth (adjustable)
For +20 planetary stealth tech, +10 flux hull stealth (adjustable)
For +40 planetary stealth tech, +20 flux hull stealth (adjustable)
- Tue Aug 24, 2021 12:00 am
- Forum: Other Game Design
- Topic: Slow Occupation
- Replies: 1
- Views: 2370
Slow Occupation
If you can extend your supply line to cover target system, and you can keep bombing the planet. Then your supply line will keep on sending invading troop to this planet and finally occupy it. Compare to current invasion mode, this way is slow but cheap. And much lesser micromanagement. So player can...
- Thu Jul 08, 2021 10:53 am
- Forum: Other Game Design
- Topic: New part: Command Center
- Replies: 2
- Views: 2443
Re: New part: Command Center
Formation. Flagship usually be put far away from the front-line.
What about only bout 1 not be hit and fire?
Imagine that, a fleet put his flagship 0.1 lane away from the system. Even in the space, distance still matters.
What about only bout 1 not be hit and fire?
Imagine that, a fleet put his flagship 0.1 lane away from the system. Even in the space, distance still matters.
- Thu Jul 08, 2021 10:43 am
- Forum: Other Game Design
- Topic: New part: Command Center
- Replies: 2
- Views: 2443
New part: Command Center
Part type: Internal or Core Effect: Ship with this part can not be hit or fire direct weapon in bout 1 and bout 2. Condition: If multiple ships with this part are in the same battle, then only 1 ship (with biggest hull) take effect. Why: You sometimes need a "flagship" in your fleet, that ...
- Thu Jul 08, 2021 10:42 am
- Forum: Other Game Design
- Topic: New ship part: Distributed Electronic Warfare
- Replies: 6
- Views: 2871
Re: New ship part: Distributed Electronic Warfare
If you like it, maybe we can make some trait or special for "Greater E-warfare" or "Bad E-Warfare".
- Thu Jul 08, 2021 10:20 am
- Forum: Other Game Design
- Topic: New ship part: Distributed Electronic Warfare
- Replies: 6
- Views: 2871
New ship part: Distributed Electronic Warfare
Low level part: Part type: Internal Condition: Must have a friendly planet in the same system that have level 1 stealthy (planet stealthy +20). Effect: If a ship has this part has entered a system that have a friendly planet have level 1 stealthy, then NEXT TURN, the whole fleet can get stealthy +10...
- Tue Apr 20, 2021 1:05 pm
- Forum: Other Game Design
- Topic: Regional admin "5 lane distance" requirement should only consider homeworld
- Replies: 1
- Views: 2557
Regional admin "5 lane distance" requirement should only consider homeworld
Currently it count any other-species-planet, So before you conquered your target planet and build regional admin, you can't build any colony or occupy native planet.
It makes the game unnecessarily uneasy.
It makes the game unnecessarily uneasy.