Vedrics anti-dumpster suggestion list version 1.00
from
Stardock Forums
1. Waypoints
Zooming to every planet when a ship is finished simply to take it out of orbit is a drag (this has been stated many times already). Whats worse is the fact you arent finished here. You must next, AGAIN, cycle through each ship to select a destination. Cant believe this stuff makes it through final..
2. Sensors research
This aspect could have been much more evolved with more incremental steps between starting range and the mid-late game message "your sensor range has increased". This should be removed and several levels of tech added.
3. Propulsion
Biggest map ive finished was "large". I could not stop thinking I need drives atleast 4x more advanced than the max. If anything could speed up the late game slag for conquest monkeys its this. Several more levels could be interesting.
4. Stack bonus
Large fleets of smaller ships should be able to defeat a single capital ship. As things are now (overpowered resources withstanding) building smaller ships is a total waste. MOO1 was amaizing in this respect. Considering the lack of innovation in the genre its a shame most people forget MOO1 and expect "Civilization in space" type design. I would start with stack bonuses..
5. Military resources
Way too overpowered. If you luck into a majority of these.. quit the game and start again since youve already won. The impact of these relative to other resources is massive. Whats the first thing you seek and destroy when threatened by a superior force?? RED CONES. Its not strategy simply because its not a tactical choice. You must take these out or watch many of your "equal class" ships be wiped out by a single enemy ship.
6. Tactical combat
Ive read the development pros and cons but goodness guys... You have a tactical map already! The whole friggin galaxy is a tactical map. I would love to see more tactical options played out on the galactic map between ships. Weapon range, missiles, special features etc.. All of the things that made MOO1 and other games great in tactical combat could be a part of the GalCiv galactic map. No need to zoom or a seperate mode of conflict. Combined with the speed and sensor suggestions large maps and above would become serious tactical playgrounds. You're welcome..
7. Govs
Cues would be easier to deal with on a planet by planet basis. I would implement a shift+click cue method. Simple yet effective. Hold down shift and start clicking social projects. First click = first built and so on. Form follows function and stuff...
These are just the most obvious issues that come to mind. I could go on forever simply because I am a massive junkie when it comes to good games. I actually have revolutionary ideas about this genre but would rather work on them with a team not just give them away freely.
Feel free to add on, comment, delete, re-post in new thread, call me bad names for not being a complete fanboy or whatever. It wont bother me
V
Zooming to every planet when a ship is finished simply to take it out of orbit is a drag (this has been stated many times already). Whats worse is the fact you arent finished here. You must next, AGAIN, cycle through each ship to select a destination. Cant believe this stuff makes it through final..
2. Sensors research
This aspect could have been much more evolved with more incremental steps between starting range and the mid-late game message "your sensor range has increased". This should be removed and several levels of tech added.
3. Propulsion
Biggest map ive finished was "large". I could not stop thinking I need drives atleast 4x more advanced than the max. If anything could speed up the late game slag for conquest monkeys its this. Several more levels could be interesting.
4. Stack bonus
Large fleets of smaller ships should be able to defeat a single capital ship. As things are now (overpowered resources withstanding) building smaller ships is a total waste. MOO1 was amaizing in this respect. Considering the lack of innovation in the genre its a shame most people forget MOO1 and expect "Civilization in space" type design. I would start with stack bonuses..
5. Military resources
Way too overpowered. If you luck into a majority of these.. quit the game and start again since youve already won. The impact of these relative to other resources is massive. Whats the first thing you seek and destroy when threatened by a superior force?? RED CONES. Its not strategy simply because its not a tactical choice. You must take these out or watch many of your "equal class" ships be wiped out by a single enemy ship.
6. Tactical combat
Ive read the development pros and cons but goodness guys... You have a tactical map already! The whole friggin galaxy is a tactical map. I would love to see more tactical options played out on the galactic map between ships. Weapon range, missiles, special features etc.. All of the things that made MOO1 and other games great in tactical combat could be a part of the GalCiv galactic map. No need to zoom or a seperate mode of conflict. Combined with the speed and sensor suggestions large maps and above would become serious tactical playgrounds. You're welcome..
7. Govs
Cues would be easier to deal with on a planet by planet basis. I would implement a shift+click cue method. Simple yet effective. Hold down shift and start clicking social projects. First click = first built and so on. Form follows function and stuff...
These are just the most obvious issues that come to mind. I could go on forever simply because I am a massive junkie when it comes to good games. I actually have revolutionary ideas about this genre but would rather work on them with a team not just give them away freely.
Feel free to add on, comment, delete, re-post in new thread, call me bad names for not being a complete fanboy or whatever. It wont bother me
V