Search found 3461 matches
- Fri Apr 05, 2024 1:07 pm
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
My point is not that making concentrating forces useless is good (to the contrary), but that making it difficult is indeed good for the game, as many small fleet allow a way bigger strategic diversity. my point is that having a direct setting for the efficiency of death stacking would allow for muc...
- Thu Apr 04, 2024 1:56 pm
- Forum: General Discussion
- Topic: Up-to-date Test Snap
- Replies: 281
- Views: 59802
Re: Up-to-date Test Snap
last weeks news: channels: v0.5.0/stable: v0.5-rc3-38-g59084dbca 2024-03-20 (431) 215MB - latest/edge: 2024-03-15.b3de0942d 2024-03-20 (432) 366MB - this weeks news (beta unsmoked): Track Arch Channel Version Revision Progress Expires at latest amd64 stable v0.5-rc3-38-g59084dbca 431 - - beta 2024-0...
- Tue Apr 02, 2024 3:33 pm
- Forum: Support
- Topic: Some snap confusion
- Replies: 1
- Views: 113
Re: Some snap confusion
/snap/freeorion/ is for the libraries etc.. - consider this as read-only i assume you meant something like /home/atreides/snap... , right? with that assumption: /home/user/snap/freeorion/common/ -- gets used by all freeorion snap revisions /home/user/snap/freeorion/431/ -- is for the referenced revi...
- Tue Apr 02, 2024 3:26 pm
- Forum: Support
- Topic: More snap questions
- Replies: 3
- Views: 85
Re: More snap questions
But you can in FreeOrion point the "directories" to a local copy of the FOCS files (if that's what you want to edit), and it works fine (you just need to redo it each time the Snap if refreshed). i think the local configuration file should be permanent? if it is in the common/ directory.....
- Sat Mar 30, 2024 2:50 pm
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
flexible ones, stemming from whatever formula you use to discard ships from combat or scale down their HP or damage based on the number of ships or the total sum of their statistics or whatever. the formula would be used to find out how much scaling would be necessary for going from square based to...
- Sat Mar 30, 2024 1:53 pm
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
I'm not convinced upkeep would even fix the core problem. High upkeep means using a smaller death stack, but its no less "stacky". +1 I'm not convinced upkeep would even fix the core problem. High upkeep means using a smaller death stack, but its no less "stacky". I suppose what...
- Sat Mar 30, 2024 1:42 pm
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
The whole point of the OP of this thread is about making extra ships above whatever threshold (absolute or flexible) inefficient, regardless of them in a single fleet or in several, so no, no way to join the deatshtack No. That representation is not even close to the OP. There are no thresholds in ...
- Sat Mar 30, 2024 4:49 am
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
Hm are you talking about effectively lowering armor too? Cause dang while I can convince myself lower damage output may be stuff like trying to avoid friendly fire, then lower armor is what? Hm, friendly fire idealized? lowering structure is the effect I was thinking about the most yet. Lowering da...
- Sat Mar 30, 2024 4:42 am
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
but you're essentially saying about making individual ships weaker the more of them are around? That's probably more direct and mathematical way to achieve what designers of other games want to achieve that is the gist. And the reason for trying to take the direct road is that no convincing practic...
- Sat Mar 30, 2024 3:31 am
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
I think the resulting fleet power effect is so strong that concentration of forces is usually 90% of the strategy. The main factors why I think it is worse in freeorion as compared to other games is that in freeorion movement options are very limited and concentration (comes for free and) is unlimit...
- Sat Mar 30, 2024 2:50 am
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
Re: No more OP death stacks
The square power of numbers is a staple of strategy, namely of the "concentration of forces" principle. Some call it in freeorion also the "boring gameplay" principle. What usually compensates for it is the question of logistics, and of "area damage". Why would anybody...
- Fri Mar 29, 2024 11:03 pm
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1151
No more OP death stacks
So... I am just putting down some thoughts about overpowered death stacks. The main problem with death stacks is that the combat power does not scale linear but more like squared. So roughly, if you duplicate the ships in a fleet you will get four times the combat power. Combined combat power of a f...
- Fri Mar 29, 2024 10:22 pm
- Forum: Other Game Design
- Topic: Planet Specials
- Replies: 37
- Views: 21939
Re: Planet Specials
But would it be possible to set this visibility with a check for Empire Detection level ? I mean, the Special has a Stealth of 95 but it would be visible by passing-by Sly ships if their Empire has a Detection of at least 50 ? in principle: sure. empire detection and stealth levels are gettable fro...
- Wed Mar 27, 2024 11:04 pm
- Forum: Other Game Design
- Topic: Planet Specials
- Replies: 37
- Views: 21939
Re: Planet Specials
p.s.: one crazy idea I just had would be having a bonus for species types based on the planet type.. so you could e.g. use terraforming to influence it... but I think it would not fit the growth special idea. I'm all for crazy ideas, but I don't really understand yours ? I meant something like an i...
- Sun Mar 24, 2024 6:01 pm
- Forum: Other Game Design
- Topic: Planet Specials
- Replies: 37
- Views: 21939
Re: Planet Specials
I like the idea of a hidden growth special. Make it all Metabolism. 1/3 of the boost (+1 pop on a medium). Unique like the world tree, and basically in the same tier as world tree, honeycomb and Computronium moon. Also keep in mind that new specials, new policies, new "x", needs new artwor...