I believe this kind of management can be done through the production wheel.
charon2112
Does Stardock have a list of what's planned to be in the game, but isn't yet? That way I won't list things that are on the way.
[quote who="MarvinKosh" reply="18" id="3480920"] Remember, this is an alpha. [/quote] Discussing how new mechanics are working is part of the alpha process. We're just talking about pros and cons of the new system, is all.
I keep getting these '+25% sensor range to all ships in fleet 'anomalies but none of my ships sensor ranges seem to get any bigger. I don't know if this is known or not.
*To other SD employees* -soooo when's the party start?
[quote who="parrottmath" reply="1" id="3480681"] I worry about the 1000 hex distance that would have to be covered in a extra large game without the mobile star ports, shrinking the gap. [/quote] You could just send constructors and build them, constructors move faster anyway, they SP's themselves wouldn't have to actually fly to where you want them. And if your empire grows larger and you want a new SP on the edge of it, you can just de-commissi
I would like to see the opacity of the hexes turned down. Right now they're pretty bright and distracting.
In my current game, I'm the Iridium, with the Altarians right next to me. In the very early game I sent two unfleeted fighters into Altarian space and destroyed their starbase. I've parked the two fighters next to each of their worlds in their home system. Every few turns they build a new starbase, and in the same turn I destroy it with one of my fighters. Because of this, I have completely crippled their civilization, they can't do anything. They can't build a single ship to
[quote who="Achronous" reply="1" id="3480583"] I know that this is a valid strategy for many people, but I think the whole purpose of this is to delay the attacking and focus on colonising planets in the beginning of the game. [/quote] and as a usually peaceful player I like this aspect of ages, but it does seem to limit strategies.
Overall I like the idea, but if I want to bee-line for, say, planetary invasion to overrun my neighbor quickly, I have to research a bunch of arbitrary things that aren't part of my research goal, just to get to the next 'age' so I can research planetary invasion. I guess I feel like it takes some control away from the player when planning research goals.
I'd like to see the fleet battles done right. Capital ships should hang back, launch fighters and lob long range fire at the enemy capital ships. Then smaller vessels and squads of fighters can get in closer and dog fight. It could be fantastic if done well. SD should study the battle of endor in ROTJ, and B5. When the beam weapons hit in B5, you really feel it.
[quote who="paswertii" reply="75" id="3480507"] Reading through this thread made me think up an alien. So, It's kind of like a nautilus where the shell has 4 insect like legs. The shell and the nautilus type thing are two separate animals but born together with connected brains so that they share a nervous system, the 2 beings work as one. The actual nautilus fleshy bit has 6 large tentacles which are used to manipulate objects. They are also land based and are about the s
I just binge-watched all five seasons of Babylon 5. Needless to say, I'm dying to see what they've done with the battle viewer. I can't wait to see huge fleet battles play out. IMO, nothing could ruin GC more than clicking on each little ship, then right clicking to attack, rinse repeat...yawn.
[quote who="Nastytang" reply="3" id="3480439"] Did the AI kind of take a step backwards in the last patch ?? [/quote] as far as I know, the real AI isn't even implemented yet. They just put in a temp AI so the enemies will make some attempt to colonize planets and attack you.
I'll do this: [quote who="jprcompain" reply="12" id="3480216"]It would be nice if, on Founder's stars, there is a guaranty that at least 1 planet can be colonized... [/quote] I demand a class 26 around my star at all times.!
Minefields don't make much sense in GC. Remember, each hex is a parsec, that's 3.26 light years in length. Deploying mines over that large an area isn't feasible. The only way I can think of to make it work, would be to make a 'minefield deployment system' something you can build on a planet or a starbase, so that attacking fleets would have to deal with the mines.
Hexes are superior in games of tactical combat, doing battle with individual units where distance and facing direction matter, like Battletech. But GC and other TBS grand strategy games are not games of tactical combat. It's completely irrelevant what the shapes of the tiles are. It's really just cosmetic.
While the idea of a 3D map sounds neat at first, the reality of playing a turn based strategy game in 3D would be unnecessarily complex, and would add nothing positive to the gameplay. There's a reason chess is still played on a board, and not with pieces hanging in the air.
[quote who="PROMETHEUS_ts" reply="6" id="3479802"] Its just ugly the hex based , I have tried many 4x games so far and all the ones that had 2d maps honestly felt flat and not immersive . But this is reaching even worst . With the hex grid and hex angled movements , with the big box to catch like a pacman entity ... I remember instead other games with 3d maps that were much more immersive . I do not see any problem with 3d and honestly
[quote who="parrottmath" reply="101" id="3479768"] In the dev stream on July 11, they mentioned that the starports were going to get a defense, as well as starbases. [/quote] By 'defense' do they mean shields and armor, or the capability to fight off attackers...?
[quote who="trumpeter87" reply="99" id="3479759"] Quoting charon2112, reply 98Also, strong defense for them is good, but there has to be some offense as well, otherwise the attacking ship will just keep attacking until the SB is destroyed, no matter what the defense rating is (assuming it works like GC2). Correct. That is why I have reservations about inherent starport defense. Also, starports are mobile (1 move per turn) and this is, IMO, a great aspect of t
SoaSE is also 2D, the units just float up and down a bit from the 2D plane, but it's still played in 2 dimensions.
[quote who="parrottmath" reply="97" id="3479725"] Quoting charon2112, reply 96I wouldn't give starports a ranged attack, but they definitely should have good built in defenses that would require a pretty hefty fleet to destroy, think Babylon 5. But then should the star-ports have a maintenance cost? Since I could fly this star-port to the other persons territory and they need a pretty hefty fleet to destroy it, while I keep pumping ships beefing the starport up in
[quote who="logan0178" reply="86" id="3479023"] You still didn't pay attention to what I wrote. I stated a system like in Civ5 need to be implemented. In Civ 5 cities had a ranged combat attack as well as innate combat stats for defending. This is to punish early game rushes. So in fact if starports had a ranged combat attack it would naturally defeat any weak early game ships attempting to camp in the area. [/quote] I wouldn't
I'm loving the alpha so far, I know it's very early but it's actually a lot of fun even in this early state. I do have a couple of comments and questions, these things may fall into the 'coming in the beta or finished game' category, these may have been mentioned before, they may be being worked on, I don't know...if so please forgive me. I don't like the two govern buttons, one on top and one on bottom. It's not very intuitive, they both bring up windo