NorsemanViking

NorsemanViking

Joined Member # 2414715
7 Posts 243 Replies 10,200 Reputation

[quote who="Gaslov" reply="20" id="3406113"] With the exception of close friends, no one is going to play this game with you for 2 months. And even at that, how many games do you think you'll play? Probably 2 or 3 MAX. Most likely you'll just do it once and spend the rest of the time trying to plan a second game. Multiplayer just isn't very practical over 2 hours. And honestly, if you need more time than that to figure out who is the better

35 Replies 127,823 Views

[quote who="Commander_Kryton" reply="4" id="3407520"] Quoting Zydor, reply 3 This is a Strategy Game - not a tedious shoot-em-up. This doesn't make any sense, are you saying that XCOM Enemy Unknown and MMH6 are "shoot-em-ups", whatever those are? That's just ridiculous, it's like you haven't read the post of the topic at all. [/quote] Those games are more RPG and Tactic-games then they are st

47 Replies 187,696 Views

Yeah, supreme huge ships that can take alot of damage and survive battles should cost ALOT! Small ships need to be really cost effective, espacially when they can operate in huge quantas. I suggest making these small fighters hard to hit, and that you willl need your own fighters to fight enemy fighters most efficently (dogfighting). I think we will see very impressive huge scale battle cinematics in GalCiv3. :)

43 Replies 161,095 Views

I have been thinking abit and think tech trading might be sensible if you have a system where you have to send emissaries (a hero/champion type) arround to do diplomacy. Then it wouldn't be something you did every turn with every civilization.

18 Replies 88,401 Views

[quote who="Gaunathor" reply="8" id="3406633"] The keyword is "interesting". Micro for micro's sake isn't interesting, only tedious. [/quote] Indeed yes. An example of tedious micro is for me checking possibilities of tech trade with every nation every turn. :)

86 Replies 320,584 Views

I actually liked, and still like, the excitement in sending constructors vulnerable to attack out, and the fact that multiple planets can share the work on the Space Stations/Death Stars this way. Micro is OK when it adds to gameplay, but of course I guess there is other ways too do it too that can acchieve the same gameplay feel/consequence, or even improve on it. Anyways I want to underline this: The best strategy games have interesting micro. The worst

86 Replies 320,584 Views

[quote who="yarodin" reply="115" id="3406053"] +1 for tactical combat. Just watching a completly randomized movie is not enough for me. I want (at least the illusion) of making a difference in the combat. [/quote] You are making a difference through strategy instead of tactics. You do this by many, many means, like ship design, being positioned there in the first place, tech priorities, production priorities, production capacity, choice

411 Replies 1,960,031 Views

[quote who="jirkaesch" reply="1" id="3405987"] And of course, ltes keep an option to turn it off as well. You dont like tech trading and brokering? Turn it off. Problem solved.[/quote] I'm afraid it is not that easy. Take for instance GalCiv2 and the human faction (or how diplomatic skill worked in general). If you turned off tech trading it was a great nerf to the human faction, and also a nerf to tech/buildings that improved diplo-sk

18 Replies 88,401 Views

I hope that how much the AI likes you will not mean everything when it comes to for instance allying you or joining you in a war. That a nation likes you doesent mean it's in its interest to join your war or ally you. It may rather be the opposite, that the best interest of that AI would be to join those nations it has had worse relations with in a coalition against a long time friend that is becoming too mighty and dangerous. It should not be to easy manipulating a

28 Replies 131,914 Views

Let's face it, few mechanisms have been more exploitable then the trading of techs. With the diplo-bonuses of the human faction in GalCiv2 it became even more crazy. I like the way the diplo-skill worked in GalCiv2, but I've never liked tech-trading. The AI can't cope with it, research progress goes to fast, and it causes the boring type of micro'ing (micro can be good for gameplay, but not this kind of micro, checking AI diplo every turn to exploit tech-tra

18 Replies 88,401 Views

The classical tech tree is superior to all other fancy ideas I've seen in this thread or in other games like Horizon. One tech at a time, and total player control of what to research (and knowing all pathways in the tree) is the way to go. Why? Because it gives the player meaningfull choices with (huge) opportunity costs. I couldn't care less for the realism arguements in this thread, because the alternative suggestions just seem like dull game mechanisms with very little or n

121 Replies 380,305 Views

I don't agree tactical land combat will add to the game for the same reasons I am against tactical fleet battles. Have explained why in other threads, but the main reason is this less focus and importance of the strategy aspects of the game. What I'd rather like to see is more strategical decissions arround ground troops, like design and building of regiments and defence systems on the planets etc. I hope the main focus of GalCiv3 will still be on strategy, not tactics

28 Replies 63,485 Views

Complications for MP is my last concern here, we could have an "always auto-resolve"-option. The game becoming a less grand strategy game and a very little challenging game with ttactical battles is my main concern. I explain in post 61. Those who thinks the main issue is multiplayer here, has misunderstood a few things. The point is that with tactical combat the game is at huge risk at becoming as hollow as all the other space strategy games doing that (not just r

411 Replies 1,960,031 Views

I don't think tactical combat will be an improvement. It will rather make the game worse. Why? - Takes game focus away from strategical gameplay. - Takes ressources away from the rest of the game. - AI will be alot easier to exploit, making the game less of the good old challenge. - Tactical combat is terrible for multiplayer games. All this for a feature that gets old pretty fast. I like tactical combat in fantasy games with ma

411 Replies 1,960,031 Views

[quote who="jimtanker" reply="36" id="3404627"] I'm going to be slamming my money down for the Founders Elite edition but I have one major question. Are you going to be able to have space battles like in SoaSE or is it going to be like GalCivII where you just sit there and watch them fight?[/quote] Hopefully the last one, so the focus of the game can be strategy, good shipdesign/fleet composition and an AI that is not easely exploited. Also most practica

133 Replies 806,490 Views

Oh my God, Frogboy! These news are so splendid, and finally with Multiplayer. This is going to be so grand. I look forward to the thousands after thousands of hours I will play this game for the years ahead of us. Thanks for prioritizing making GalCivIII now, good choice lads and ladettes at Stardock. Suddenly my interest of other upcoming Space Strategy games fell under the basement. NB! Need to buy Alpha access today when back from work. Yummy!

36 Replies 74,407 Views

[quote who="Anguille" reply="56" id="3387195"] I would love to see GalCiv3 with Sins of a solar empire battles...that's me.[/quote] I'd hate to see tactical battles in GalCiv3, both rts or tbs. I'd like GalCiv to concentrate on strategical warfare, and not human tactical exploits. We have enough of those kind of space games already, and it's not making them any better, just much poorer strategy-wise. Another reason

60 Replies 295,129 Views

I understand why it wasn't worth it to pay more for MoO rights. Afterall Stardock has an even better simular concept in the GalCiv-series. But of course I would'nt mind 2 Stardock games in this genre, if they have had the capacity to develop both simultanously, which I doubt would be the best idea.

60 Replies 295,129 Views