Hi everybody, I just thought of a simplier resolve to the mass army problem (exponential unit increase via tech factors). Make a control point system improved from Master of Orion II. Three points: First, the larger the single ship, the more control points it takes. You get control points from the number of planets, which is fine. Just make the ships eat a huge load of control points. tiny: few; small: double; medium;
TeemuIRFIN
I do that too, but if the problem of too massive and too simple to build fleet would be solved, the game would be more challenging and fun from the start to the finish. Dear Stardock crew. I have one simple request yet to make. Having said about the universe that it should be big and contain resources of which harnessing should require lots of tactical play, make the galaxy in which the game happens like actual galaxies. There are a few known
I'd like reflect on what you said. There might be a way to allow planet hopping even with hard-to-travel distances. That is the function on strategy gaming tactics. You should consider making the hopping a goal, an achievement of tactical playing, such as certain complex research or rare device found by scouts. I'd say that the more there is player responsibility through choices between different paths and rewards in form of fun scifi capabilities, the
Hello players, Stardock crew! I want to express my insight into strategy games that I suspect hasn't been noticed yet.Atleast it isn't discussed of or realized in any contemporary strategy games. I try to be short in writing it. This is very important as it suggests how map colonization and army building could be done to make gameplay more simple, more challenging, and more effective. This is not about habit of pleasure or personal preferrings