Thrusters get your mass-driver-armed ships into range more quickly. Other than that they are a waste of space and money.
Director
But swapping one weapon or defense type is usually not enough of an improvement to be worth the cash and bother. I just throw them in until they die and build better ones from scratch.
My point was that the game has been out for a while now and few of the things people have suggested have been implemented. Instead we got mercenaries and angry squirrels (plus two races that are old friends - a plus). In particular I think the user interface is disorganized and a pain (literally) to use. I have pretty much given up hope that any of this will be addressed. The game we have is in the main the game we are going to have. It is playable, and up to turn 200 or so can even be fun. T
These are good suggestions. Most of them have been made since the game came out.
I'd add one point to the things they need to do better: Hire a pro in interface design and work on ways to reduce the number of mouse motions and clicks. Updating starbases, or just finding out which planets have what foucuses, can be a real chore.
No. If I build a ship (say a medium warship) and then research a new weapon and upgrade my existing ship to use the new weapon, then the game *sometimes* loses the ship's name and renames it something else. Since this doesn't happen every time it is clearly a broken feature and not intentional. If it was intentional they should lose the ability to rename ships since it requires the player to rename the ship every time it is upgraded.
it has been this way since the game was released. It is yet another cool feature the game will not let you use. Evidently it is not ever going to be fixed. Enjoy the angry squirrels and mercenaries.
This has been an issue since day one. It has not been addressed. As far as we know it is not going to be. Renaming fleets is just another cool feature that you aren't allowed to use.
Change the current starbase upgrade system from 'click on system/go down the page/click on 'Upgrade/go back up the page' until done to a list of systems you can select (CTRL-select or even just a checkbox) and hit 'go'. A way of prioritizing and automating construction would be nice - 'P1 Industry, P2 Science, P3 Amusement, P4 Money, P5 Don't build anything Just Alert the Player." Seriously, there comes a point where I don't research anything that would
Um... whether you increase the space required for each extra engine, or decrease the performance of added engines, you are diminishing return on investment.
joeball, it's true that we have no real-world analogue for how space propulsion will/does work in a GC3 model. But given the weapons, the ship types like carriers and the general look and feel we can assume players are comfortable with a parallel to wet-navy ships that they can relate to.
I see valid points on both sides. Where it breaks down for me is that increasing the movement is a tactic the player will use but not the AI. Given that the player can build sensor platforms or stations with massive AWACS-like range and the AI doesn't, the combination means my fleets can always engage or not at their choice, and always know where the enemy is and what he is doing. It's like fighting WW2 in the Pacific with the advantage of reconnaissance satellites - the enemy has now
I can't see more effective planetary defenses changing my style of play much; I'll still use warships to clear the skies and hit them with the transport-hammer from 20 hexes away. If that doesn't work, then hit them with another hammer. Sooner or later it works... and fast transports are really, really cheap compared to warships and planets. If you have even relative economic/industrial power you can usually achieve local superiority because the AI is too busy stuffing 8 ship
There are many elements of the GUI which could be redesigned to reduce the clickety-click. That's certainly one of them. Being able to select a bunch of starbase improvements and build them all at once (or stack them for construction as constructors come in) would be another.
I have a star list that's heavy on classical names. PM me if you want a copy.
Smaller ships can be a little cheaper to build, but the cost of engines, weapons and shields will make a good small ship almost as expensive as a good medium. The real difference is that a small ship can take a smaller number of damage points before dying. Generally I focus on improving my medium ships and cranking out a decent number of them, then researching logistics techs so I can put a lot of them in one fleet. After I research carrier techs I move to large
I sometimes build as many as five economic starbases - really, just as many as I can fit in - at key systems. Of course, my preferred strategy is to build up my industry and research first, shifting to military only when I must.
One problem with multi-turn invasions is that you permit the defending player to use planetary resources to rush-build troops and defensive structures. If I'm the attacking player, I just hit them with enough transports to get it over with in one turn anyway. If you permit planetary bombardment then you need to allow the defender a structure like a planetary shield to defend against it. And if you do that, then how do you land troops?
When you say 'race-specific' music scores I trust you mean each race still having Western tonal music. I'm not prepared to listen to three hours of atonal, eastern or random-noise music, and frankly a lot of the experimental music of the past 50 years gives me hives. Please bear in mind that a musical score is a significant investment of time and effort, and it would be quite expensive to multiply that by 10 or 12. A short riff for the diplomacy screen would be nice.
The reason crossing into another's territory causes no alert or penalty is that, in GC3 as in 2, there IS no such thing as territory other than planets. What you see on the map is in fact your 'influence' and apparently even highly-territorial creatures like Humans don't mind if someone parks a battlefleet a few hexes away. Now, as for me, I can't get 'territory' out of my head. That zone of influence looks like territory and sometimes acts l
In game terms, I really don't like the mechanic for giving worlds a choice between surrender or bombardment. Given Earthly examples like Stalingrad and VietNam we can see that there are a lot of cases where invaders were resisted despite the destruction of the surrounds. And, honestly, a method for getting worlds to give up that uses LESS resources than the present is not interesting. Perhaps if only evil races could bombard? Or if races took some massive penalty for doing so? Sure, anyon
Oceanic navies historically didn't fight in the middle of the open ocean - more on that in a second - but instead fought at or around objectives. Meeting engagements occurred when one (or both) fleets were patrolling and looking for a fight, and even those were usually near ports, coastlines and choke-points. As navies moved from sail to steam (and then from guns to aircraft and missiles) the engagement range got longer and battles moved out into the open sea because the scouting range in
I agree with your points and would add, "Why no way to do a mass update for ships?". I'm on the edge of abandoning my current game because I the next time I research a tech I'll have to run constructors to fifty starbases... such fun.
The octopus is one of the more alien creatures native to Earth. It lives in a completely different world from ours (the oceans) but can operate in our land/air world at least for brief periods, has very different physical structures from us (its eyes are very different; it has no skeleton) and possesses a surprising intelligence. Despite the differences, we can make a pretty good guess at what motivates an octopus, and while we may be surprised at the things it does - like climbing out of its
Perhaps we'll get something better when the invasion system is finalized/fixed.