Basilisk83

Basilisk83

Joined Member # 2955098
2 Posts 117 Replies 965 Reputation

love the graphics of the battle viewer!! this is def a great addition. quick though on how it works though... it is kinda hard to see what's going on in the battle with how much the battle viewer zooms in all the time. maybe if it just zoomed in right at the beginning and again at the end it would make it easier to see what's going on during the battle. maybe also zoom in once or twice for a couple secs in the middle of longer battles but put in a wide enough view most of the time so

48 Replies 212,729 Views

i also think that the firing rate of weapons should be equalized for now (considering all the base and % boosts, this is easier and makes sense for now). this way you can think of the dmg as total dmg each weapon can do in the few secs it takes to fire and reload a missile. i think this would simplify things nicely without taking anything away from combat.

27 Replies 98,823 Views

and i already posted this in the battle viewer section but it works so well for this system i wanted to post it here too... maybe there could be different "targeting patterns" so your fleet could choose what order to target the different types of ships before battles if you want to. you could order your ships to go after their support ships first, or capital, or maybe try to target the early interceptors and ass

27 Replies 98,823 Views

if some, more complex fleets, end up being better than more simple ones, then the hardest AI difficulty settings could use the best ships/fleets. the easiest difficulty settings could use the simpler fleets, and med difficulties could use the in-between ones. this would gradually show players that best way to maximize fleet effectiveness and maybe give them new ideas on how to build their own fleets.

27 Replies 98,823 Views

btw, i think that the current asteroid mining increase from archeologist is also kinda broken right now if used with the Yor or any synthetic race. the huge manufacturing bonuses they get, plus getting to ignore pollution for all the manufacturing buildings, would def make that civilization even more overpowered if they had a lot of nearby asteroids.

65 Replies 127,659 Views

[quote who="Taslios" reply="11" id="3841750"] My thoughts would also require a change in the tactical settings one could assign to ships in the designer. Missiles: Slow firing. Long range High damage *High damage in cases of unarmored vessels* Beam: Ave fire, med range, med damage No change in damage against unarmored vessels Kinetic: Very fast firing, short range, low damage per shot. **Very high d

27 Replies 98,823 Views

i think that the way to make large hulls more useful is to base their starting defenses off of the hull size. that would make a swarm of tiny ships not as useful since it would take a lot more time for them to take down each target. it would be hard for the large ships to target the tiny ships with the accuracy/dodge changes so the large ships wouldnt be too op either though, but might encourage people to do a mix of ships, like maybe those smaller swarms could do a lot more dmg if they had a

27 Replies 98,823 Views

that carrier swarm tactic worked because small ships did too much dmg and bigger ships didnt have good enough defenses. lower sm ship dmg, but make them more accurate and harder to hit, and give bigger ships better defenses to help balance that out. in fact dmg could prob just stay the same if more focus was put into the defenses, while having larger hulls have better defenses, but be less accurate and easier to hit.

48 Replies 212,729 Views

i just wanted to point out that i also think that the accuracy/dodge changes along with the point defense % chance change would really play into the whole aspect this game is trying to go for right now of trying to make it so that no two games are ever alike even more than before. with these changes almost no 2 battles would ever be alike! which would be really nice for the battle viewer viewers.

27 Replies 98,823 Views

another thing i like about that whole "smaller ships are more accurate and have better dodge" thing is that people would want to use the smaller and even tiny ships more in general, esp against the larger ships since those tiny ships would be so small that they're avoiding their turbo lasers, and stuff, so they'll want to destroy them ship to ship, with bigger ships providing cover, bonuses, and using missiles and maybe beams to try to target the small fighters, or all 3 types to target

27 Replies 98,823 Views

[quote who="Halicide" reply="5" id="3841547"] I thought I'd add a few comments to what you're describing. What I don't like about the system: - Unfortunately a lot of Gal Civ players use the predesigned ships listed to them rather than building out their own. The A.I. that creates and lists predesigned ships needs to get much more complicated. - Information about how each of the defense types work will need to be easily determined by the player.<br

27 Replies 98,823 Views

Onyx- Love the prometheus stone extractor. perfect for them, tyvm for that. prometheon stars also seem much more common now, ty again for that :) tripple hp might be a little op now though... since their lore says they're excellent asteroid miners, i would like to suggest again that they have the "experienced" ability traded out for archeologist, but have the archeologist mining boost lowered. this would give the onyx the extra production they need, esp at the start, to help counter that low

65 Replies 127,659 Views

[quote who="GrandpaVader" reply="10" id="3841453"] What if later in the game you could unlock a stealth/cloaking/jamming module that made ships immune to long range targeting. So your fleets would have to engage enemy fleets directly if they deployed stealth modules on their ships. I also LOVE the idea of shields and armor being able to counter all damage types. [/quote] nice, yeah i like that idea. prob wouldnt be good enough to put on each ship, but maybe

14 Replies 50,059 Views

maybe the point defense could give like a 10% or 20% chance per point to destroy one incoming missile. this would make a small number of missiles per volley easier to destroy, but a lot of missiles could overwhelm a small amount of defenses. could have each ship in your fleet able to target any enemy missile within range, 1 chance per volley (or once every couple secs or so) per point of point defense. that way a fleet that all has a lot of point defense would be able to help protect each oth

27 Replies 98,823 Views

[quote who="slarjy" reply="1" id="3841288"] Maybe? This is such a radical change to how combat works that I don't see how it could possibly be considered as part of 1.0. I'd like to see it deferred to an expansion so that it could be evaluated fairly without the urgency to getting the game released. [/quote] Thank you :) right now the ships and fleets seem more simple to me than in gal civ 3. i really think a bigger change like this would be very helpful in giving peopl

27 Replies 98,823 Views

maybe there could be different "targeting patterns" so your fleet could choose what order to target the different types of ships before battles if you want to. you could order your ships to go after their support ships first, or capital, or maybe try to target the early interceptors and assault fighters first before moving on to their bigger ships. you could have a default targeting pattern set up and only change it when you think that specific battle calls for it, making it much less tedious

48 Replies 212,729 Views

earlier i posted about a way to change the combat system so that people would want to mix up the weapons more and make the defenses more useful... Idea for how weapons and defenses should work » Forum Post by Basilisk83 (galciv4.com) added a few things after the first post too that really makes it work well i think and still makes people want to change their weapon and defense setup to counter their opponents. i'v

27 Replies 98,823 Views

nice, good list. esp like the changes to the onyx. and esp the one where they get promethion on their homeworld. might need to scale back their hp once their growth rate gets better though. and yes, spore and archeologist are literally my 2 fav abilities :P instead of limiting spore to 1 though, i would suggest instead making the ability only usable on rocky worlds, not gas giants. for archeologist maybe a slight reduction in the amount of mining increase from +1 to +.7 or something.

11 Replies 37,694 Views

[quote who="trancejeremy1" reply="5" id="3841117"] This would make more sense in a Star Trek sense. There, torpedoes are basically only good if the shields are down. And kinetic weapons bypass shields entirely. [/quote] just to be clear i wasn't saying kinetic should bypass shields, i was just saying that the other dmg types should have reduced dmg vs shields, more resistance vs missiles and a bit vs lasers.

14 Replies 50,059 Views

if missiles did more dmg, but were blocked pretty well by shields, there could be an added fleet tactic of trying to combine different types of weapons to have kenetic and/or beam ships take out the shields so that the next missile volleys would do a lot more dmg. if shields protected more against beams while armor protected best against kinetic there would still be the strategy of trying to mix up your weapons and defenses to counter theirs. right now fleets are often pretty si

14 Replies 50,059 Views

if longer range weapons are more of a problem, maybe the first defense tech could add more defenses, and shields could have a high dmg reduction against missiles, a med dmg reduction against beams, and none vs kenetic. this would reduce those first hits a lot and give the med and small range ships more of a chance to do well in battles. could always slightly raise the starting dmg of the different types too.

14 Replies 50,059 Views