Litjan

Litjan

Joined Member # 6977037
0 Posts 0 Replies 130 Reputation

I guess the upkeep of the navy should be a given fraction of the construction costs. Anything else is just asking to be exploited. A modifier could be an increase in upkeep for ships NOT in orbit around a friendly planet/shipyard or maybe outside friendly or open-bordered territory (fleet in harms way). There should also be a downside to having multiple fleets bombard a target with missiles from several hexes away - since missiles are the only weapons that can do that, I feel

12 Replies 27,099 Views

Ships do cost maintenance, but not tiny or small hulls, I think. I start seeing costs with medium hulls (but maybe its also due to total ship construction cost?). Money is also super easy to have enough off for me, but I run trade routes full bore - this feels overpowered with a route easily making 10 credits per turn and you get like 20 or more with the first few trade techs. There maybe should be less reward for those, less max routes and also maybe only routes to core worlds should

12 Replies 27,099 Views

This is also a great idea! I think we will - however - need a very simplified set of rules for fleet composition, forming and splitting and task allocation. A human player will constantly - even during the course of a single turn - reevaluate the size needed for individual fleets to accomplish their task. He will balance fleet size to achieve both maximum overkill (to limit HP/ship loss) and navy distribution to retain the ability to react to sudden threats. In

9 Replies 33,388 Views

Well, I guess ideally there should be a recalculation of target/destination assignment as soon as a new enemy ship is discovered - which could be several times during the AI´s turn. If this proves to be too calculation intensive, it would still be a big improvement if the recalculation happened as soon as the AI STARTS it´s turn - but of course it would need to "remember" that it saw a ship passing - I bet that right now it will forget the presence of an enemy ship that sh

9 Replies 33,388 Views

This is a big one, indeed! And it should go hand in hand with the human players fleets/ships behavior - if we set a faraway destination, the ships will move there regardless of whatever gets discovered during their move! So sometimes you click on a destination far away and the ship starts moving - after one hex-field it discovers an enemy fleet! Now it should ditch the remaining moves and wait for the players input - but NOOO it expends all of its moves and the human player has no cha

9 Replies 33,388 Views

Having played all iterations of GC since II there is always something that made the game unplayable for me once it really got going: The cluttered map. So here are my suggestions to cure that - hopefully fairly easy to implement. I am also open to suggestion, maybe there is some setting I missed? 1.) The number one priority is the ability to highlight ships or fleets of enemy factions. Often the colors of your opponents a

2 Replies 11,698 Views

1.) Mousover tooltips are not working well - often they don´t disappear when moving the mouse away from the trigger-area and they also don´t get replaced by the new tooltip if the mouse if moved over slightly to a button or symbol that is next (close) to the original one. 2.) After picking your race in the setup screen the "next" button is called "Customize". I found this very confusing (Hey, I don´t want to customize my race, I just want to play it! Where is the "Ne

56 Replies 186,101 Views

I noticed the same thing - and I don´t like it, either. It makes no sense from a logical and realistic point of view. It is as flawed as not getting back administrators after disbanding a star base, I think. There may be a reason for "gameplay" purposes (making the decision of putting troops on a transport more difficult and relevant), b ut - just like the way administrators are never going back to the pool - is at least very confusing to new users (like me!). Cheers, Ja

2 Replies 4,612 Views