If it were up to me I'd require a ship be in 'dock' at a starbase or planet before being eligible for upgrade.
Director
Reviews look good and it is selling like crazy (take that, EA). But what I'd really like to see is a city builder that runs through time - maybe 1800 to the present day - with new technologies coming available as time goes on.
Personally I think the life support, sensor and colony modules are all too big and provide too much. I'd rather have the ability to put, say, five colony pods on a ship and haul 100,000 people per pod. I know it is canon in the game but... we can't build a city on the ground to hold, feed and tend to a billion people. Lifting multiple billions of people into an orbit and keeping alive and happy for an interstellar voyage, only to destroy the resources of th
Cool should be on the scale between neutral and annoyed: we find you distasteful but not actually toxic.
If they keep the '5-points-per-building' rule, and don't have a Pragmatic building that generates points every turn, then I will mod the buildings so that they produce something like .5 points per turn.
I'm still holding out for AA armament and a limitation on fighter/strike craft attack and defense values. For a fighter to have a force 45 beam and shield when my plasma-armed medium ships run 60 attack and 80 defense is just... ridiculous. Just got to the stage of the game where I could deploy carriers (built on a large hull with 2 carrier modules). Blew the Yor away... defeated 11 large ships (in 2 fleets) in the same turn with 1 carrier/3 mediums and took NO DAMA
Every now and then my fleets stop showing how many movement points are left, and how many hit points the individual ships have.
What you need is speed: two engines on each warship and three or four on each transport. You need speed to get the ships to the front, speed to bypass the fleets to take out the ships defending planets and speed to fly the transports past the enemy to take the planet. In a GC military campaign, warships exit to open up the planet and the transports are the 'consumable' ammunition needed to take it. Your offensive will go as fast as your ships can fly and as far
From WWI on to the start of WWII, carriers began as a way to get short-ranged air assets out to sea for reconnaissance. Of course it wasn't long before the idea of using planes to strike at ships was developed - for which you need accurate reconnaissance and a large enough number of planes, but as Taranto and the strikes against Bismarck showed, even a few aircraft can do the trick against an unwary opponent. The Japanese, always looking for ways to offset
First, add ant-fighter weapons. Second, allow fighters to be tasked with killing other fighters OR tasked with delivering a single large kinetic round (no reloads) from short range.
I'd like missiles to have longest range, beams middling and kinetic shortest. As it stands now it looks like you need to research one weapon (beams) and all three defenses plus all the enhancements.
What gave aircraft their superiority was, as ThoseDeafMutes said, that aircraft operate in a different medium. They use gasoline internal-combustion engines instead of external-combustion steam, and they can (have to) move faster in air than a ship can in water. What we need is a tech for an anti-aircr
I have noticed a glitch that causes it to appear that nothing has been changed in the production list, but if I back out and come back in it shows what I did. THis happens for me with planets and starbases.
If Starships is anything like Railroads, or Civ Beyond Earth, it will not make much of a splash.
Darca, I agree with your points. I'm not opposed to keeping a light flotilla for added base defense, I just want fixed fortifications to be useful. I think we'll all be happier when the game is finished. [e digicons]:grin:[/e]
Darca, if the weapons and defenses for a starbase are not meant to ever be useful then I think the devs should take them out of the game. Right now they are a waste of good constructors. Franco, that's all I want. I'm pretty sure it is a balancing question or some piece of code not implemented yet; I was just pointing out that the question was misunderstood.
In the last developer's session Paul was asked about this issue and I think he misunderstood the question. His suggestion was to add weapons and defensive modules to the base and put ships into the station for defense. Paul, weapons and defenses added to a starbase don't seem to do any good; that's the problem. No matter how many weapons/defenses modules you pack onto a starbase; it will be easily destroyed by a few weak ships. Adding escorts does help, but not much. So
Upcoming in Beta 5: planetary modeling taken to the max as GalCiv 3 introduces 'You Are There' systems. Every person in the Universe will be individually modeled with name, personal characteristics, politics, economic factors and military service record. Every Founder will be present, at least until combat begins or disease and disaster strike. Players are advised to acquire a supercomputer as resource requirements will increase.
Oh, is that all ( [e digicons]:grin:[/e] ). I was afraid you were going to say they had lined up corporate sponsors and added Drengin endorsements of BloodBeer ('from Bloodweiser, the King of Tears!') or Iridium endorsements of phones, or something like that. [e digicons]:-"[/e]
A first name. [e digicons]B)[/e] My middle name is Porter, from a family whose members were good friends with my family. Especially in the American south it is not unusual for someone to have two 'last' names, or to have a 'first' name that is sometimes used as a last name also, like Scott or Henry.
In GC 2, a starbase could be usefully upgraded to stand off small single ships (or maybe small fleets if you researched the techs and had lots of constructors) but by mid-to-late game you had better have a covering fleet or put the base a long way from enemies. I would be satisfied it GC3 opted for the same model, but my experience so far bears out what everyone else is saying. Starbases, no matter how upgraded, are worthless when attacked. I have had ships take damage when attacking a defend
Not the best pics, but: [IMG]http://i411.photobucket.com/albums/pp197/Director_pics/Tribal_1_zps952f30a0.jpg[/IMG] [IMG]http://i411.photobucket.com/albums/pp197/Director_pics/Tribal_2_zps22bc42fb.jpg[/IMG] The Tribal class; small hull. Lead ship: Shoshone [IMG]http://i411.photobucket.com/albums/pp197/Director_pics/Sword_1_zps0bf6ed8d.jpg[/IMG] [IMG]http://i411.photobucket.com/albums/pp197/Director_pics/Sword_2_zps76b9680c.jpg[/IMG] T
I have been playing GC3 since it came out and never seen two unlike resources close enough to mine or two unlike artifacts close enough to research... until the game I just started. So I believed what I said to be true but perhaps it isn't. If you can cover all that with one starbase you have a really great position. Every time I think I can get two under one base it turns out they are one hex too far apart. Always. One hex. But maybe the map generator just hates me. LOL. I will s
I think the issue is that starbases offer benefits over an area. It might be too much to dynamically recalculate that on a turn-by-turn basis (or just more hassle than the developers want to handle). I have noticed that you can't get two different types of 'mineable' or 'study-able' object inside a starbase's coverage; one type of resource seems to be the limit (though of course you can have an artifact and a resource - just not two different types of either).
Changing the ship type doesn't solve the problem. Anyone know why a custom-designed scout ship with a cargo hull, drives, life support and sensors would have no icon?