Search found 834 matches

by labgnome
Thu Jul 30, 2020 10:24 pm
Forum: FreeOrion Project
Topic: 0.5 roadmap
Replies: 26
Views: 11839

Re: 0.5 roadmap

At yesterdays online voice chat meeting , the consensus we reached about what the main focus of 0.5 should at least encompass is the following: A first simple model/mechanic of "species ethics", meaning that species will like/dislike certain policies. So, when you decide on what policies ...
by labgnome
Thu Jul 30, 2020 10:01 pm
Forum: Other Game Design
Topic: Influence and Species
Replies: 22
Views: 2066

Re: Influence and Species

Seems mostly reasonable to me. But why Good Influence for the Mu Urshes ? They're one of the best species for the Very Good Pilot trait and not much hindering them... I wanted something to go with the flavor of them preferring non-violence. George, being formed by a single consciuosness, should hav...
by labgnome
Thu Jul 30, 2020 11:49 am
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 66
Views: 5233

Re: Influence mechanics brainstorming

Vezzra wrote: Thu Jul 30, 2020 10:43 amInfluence projects are most definitely on the roadmap. Probably not already in 0.5, as that will likely be too much, but certainly in subsequent releases.
I was thinking something skeletal, like maybe just moving the outpost colonization to an influence cost.
by labgnome
Thu Jul 30, 2020 12:15 am
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 66
Views: 5233

Re: Influence mechanics brainstorming

Requiring focus changes to cost IP is a thought I already has too, and I think it's a very good idea. It would be a very effective means to counter micromanaging focus settings. Although, IMO, there has to be an important exception: switching to Influence focus needs to be without IP costs, to prev...
by labgnome
Wed Jul 29, 2020 10:59 am
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 66
Views: 5233

Re: 0.5 roadmap

Incurring IP costs for focus switching counters focus setting micromanagement, that would be the purpose of that mechanic. Requiring a happiness/stability limit wouldn't help anything in that regard, but have competely different effects: making it impossible to manage a colony properly and therefor...
by labgnome
Wed Jul 29, 2020 10:52 am
Forum: FreeOrion Project
Topic: 0.5 roadmap
Replies: 26
Views: 11839

Re: 0.5 roadmap

Also: rename happiness to stability. We've been talking about it long enough.
by labgnome
Wed Jul 29, 2020 10:48 am
Forum: Other Game Design
Topic: Unhappiness, Rebellion and Species
Replies: 6
Views: 3157

Re: Unhappiness, Rebellion and Species

Would be good if you link older discussions on rebellion mechanics, for comparison. While the subject of rebellions has come up a lot in the past, this one , from before my time, is the only dedicated topic I could find. I personally don't feel like linking every topic that's ever brought up rebell...
by labgnome
Wed Jul 29, 2020 10:27 am
Forum: FreeOrion Project
Topic: 0.5 roadmap
Replies: 26
Views: 11839

Re: 0.5 roadmap

As this thread is about what we want to focus on for 0.5, I'd ask everyone to resist the temptation to start discussing the suggested ideas right here. The thread would become confusing rather quickly. In that case what about missiles? If it's not too much. I know there is a focus-only implementati...
by labgnome
Wed Jul 29, 2020 10:17 am
Forum: Other Game Design
Topic: Influence and Species
Replies: 22
Views: 2066

Re: Influence and Species

Oberlus wrote: Wed Jul 29, 2020 6:18 am Where's average influence?
All species not mentioned can be presumed to have average influence.
by labgnome
Wed Jul 29, 2020 3:49 am
Forum: Other Game Design
Topic: Unhappiness, Rebellion and Species
Replies: 6
Views: 3157

Unhappiness, Rebellion and Species

So I recently had an idea about how to handle what planets you loose when you are not able to afford the influence upkeep. Basically this would initiate a downward spiral for your planets, where they would all loose happiness. Once happiness reaches 0, the planet would have a chance of generating re...
by labgnome
Wed Jul 29, 2020 2:01 am
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 66
Views: 5233

Re: 0.5 roadmap

I've added an influence focus and species influence abilities, like for other resource outputs. It would be useful to get suggestions for which species should be good/bad/ultimate/terrible/no influence generators. I started a topic here on that subject. I'm also adding various new policies. It woul...
by labgnome
Wed Jul 29, 2020 1:31 am
Forum: Other Game Design
Topic: Influence and Species
Replies: 22
Views: 2066

Influence and Species

With influence on the horizon, we need to have influence traits for the species of Free Orion. As such I would like to start the discussion on which species should have what influence traits. The following are my own suggestions. Playable Species Abaddoni : great influence, from Mother Chato : bad i...
by labgnome
Tue Jul 28, 2020 1:48 am
Forum: FreeOrion Project
Topic: 0.5 roadmap
Replies: 26
Views: 11839

Re: 0.5 roadmap

Next, we need to decide what 0.5 should encompass. Government and Influence as new resource type are already in master, the question is, do we already consider this enough for a very first introduction of these new elements, or do we want a bit more? Personally I think the new Influence resource ne...
by labgnome
Tue Jul 28, 2020 1:35 am
Forum: Other Game Design
Topic: Influence Production
Replies: 0
Views: 4255

Influence Production

As influence is coming to the game I thought I would suggest some things to add to the game and allow for influence production. Technologies Tachyon Ansibles : provides a flat bonus to influence Tachyonic Communications Networks : provides a larger flat bonus to influence, requires Tachyon Ansibles ...
by labgnome
Thu Jun 18, 2020 5:59 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 7333

Re: Make Colony Parts Boost Fuel

Summing up, two policies: - Longer range for colony ships (+1 fuel). - Cheaper colony ships (-20% cost). With two policy slots you could get both. I think that splitting it up into two policies is a good idea. Maybe one or both could have a -1 malus to supply as extended colonization is usually a d...