Tech suggestion

This is probably far to late to be given any serious consideration, or has already been considered.

One of the annoyances I found playing on a Gigantic map was that it took ages for ships to get anywhere, especially the big ones ;p

The tech suggestion is to add a 'large distance travel' tech such as Jump Gates, as in Babylon 5. These could be researched and then built by a Constructor or 2. Access could either by Civilisation, you can only use your own Gates - MoO1 style, or be available to all - B5 style. The B5 model could upset the balance and follow of the game if every Civilisation simply got access to Gates as they were built. It would be better to only get access to gates, you didn't build through an Alliance, or by getting a ship into range to scan and identify that a gate exists in a particular sector. When a ship(s) are sent into a Gate, all the known gates could be indicated on the mini map and a destination gate chosen by using the right mouse button on the highlighted sector.

My preference is for a B5 style of gates, modified to suit GalCiv.
346 views 12 replies
Reply #1 Top
In the story that's how everyone got arround before Humans invented Hyperdrive.
Reply #2 Top
True,
but on a gigantic galaxy even hyper drive takes a while t otraverse it.
Brad has mentioned before that this suggestion (or harnessing worm holes) would require a fair amount of AI programming. There is no point having stargates/wormholes/jumpgates if the AI is incapable of utilising them efficiently. Becuase of this it is unlikely to be seen in the initial release. It may be something for a later release though.

Paul.
Reply #3 Top
There is an easy solution.
The ultradrive could be in the tech tree.
On a gigantic galaxy it will be interesting to have ultradrive I, II, III, and may be IV.
In my opinion, if one player get it, the other players should get it also.
I got it as random event one time.
Reply #4 Top
maybe only in the tech tree if playing a gigantic galaxy. Not needed in smaller galaxies. Though I suppose it could be left there in case someone wants to waste their research on it.

Paul.
Reply #5 Top
I agree with Javier. Change Ultra-drive from a event to a end-game techs: 2x, 3x and 4x speed improvements.

Sol, ask anyone who played Gigantic. It take a 24 turns for a ship to travel the length of a galaxy. With 4x drive, its only 6 months to travel the length of the galaxy. The Millennium Falcon is faster than our ships!
Reply #6 Top
I support the request for increased speed tech, and the B5 stargates.

This would reduce the number of turns between plan conception and resulting
actions. This would certainly improve player gratification and probably
reduce the complexity of the plan and the performance requirement.
Reply #7 Top
I don't agrea with the idea.

I only play on gigantic, and you can already have ships that move like 12,13,14 when you research like all techs which increase speed.

Would sound weird 2 me that ships can travel trough the whole gigantic galaxy in 6 months.
Reply #8 Top
There's a UP vote to increase the speed of constructors. my game had new speed at +7. After Hyperwarp, they moved at 18.

Obliterator, Would you support a new speed tech if it just added 20% to speed?
Reply #9 Top
I like the game the way it is with the speed boosting events and UP issues. If the AI was able to research the proposed gates faster than I was I think I would be at a very serious dissadvantage with no hope of turning a loosing game into a win.
Reply #10 Top
I think that there are enough speed techs + the occasional UP bonus to have quick ships.

I don't think that having another 20% speed (tech) increase adds anything to the game, in the earlier beta's gigantic universes where smaller but I often thought that you could travel to the other side 2 easy and 2 fast.

So I am happy with how the game is atm with shipspeed versus scale.

How do the devs feel about this ? :)
Reply #11 Top
I like the gates. Each should need to be built by the same constructer. The ends need to be "tuned" to one another and if the constructor is destroyed by the enemy or yourself the primary end is also destoryed. Another requirement, in keeping with the backstory, is that it needs to be in a sector with a colonised planet of a certain technical level so that the appropriate maintenance could be performed. Funds and technical ability could govern if the gate fails (destroying any ships in transit, goes offline (ships can't enter or just "go past" it and how long before it is fixed (if ever). Destroying an existing gate could cause casualties on planets in the sector of each end. There could be different sizes of gates and mass/surface limits. For the level 1 gate, maybe only the largest of ships could use it, reserving it for a special class of GateFreighter that could increase trade. Maybe there is something peculiar about gates that affects weaponry and any military unit going through the gate would have it's attack ability temporarily reduced to zero and gradually rebuild as repairs are made. Full strength would require something less than moving that distance on their own steam. That would probably require tracking max/current attack the way hit points are done.
Reply #12 Top
I play on gigantic all the time, and I think the current scheme of speed techs and abilities provides a good balance to the game. It's just one more item to consider in your strategy.