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Greatest Want or Need

Greatest Want or Need



I have seen many suggestions for new things to have added to Dark Avatar. But how about your top want. The thing you want to see the most or think needs to be added the most.



Mine is a cloaking device. A major hole in the game.

34,324 views 70 replies
Reply #51 Top
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Reply #52 Top
another need: Make creativity useful. In the description it sounds useful but then ingame you get none of the promised breakthroughs it seems
Reply #53 Top
another need: Make creativity useful. In the description it sounds useful but then ingame you get none of the promised breakthroughs it seems


Yeah, I've picked this in the custom race portrait more times than I can count and I never, ever, ever saw anything remotely out of the ordinary happen from this skill. No new developments, techs, weapons, ships, nothing. Why is it even in there? Does it actually impart something if you choose it? Is it race specific? Any devs in here able to explain that one? I mean I have literally picked it in my last twenty games or so and have seen nada come about from it. I feel like I'm wasting skill points on nothing.
Reply #54 Top
1) Stargates. The original gateways instantly from one star system to another. Theoretically unnecessary in the world of hyperdrive, my butt. Slow speed ships capable of bouncing to the borderworlds of your empire and back again instantly would be sexy sweet. Allies could link their stargate networks for bonuses to trade and responsiveness for military aid, and enemies could try capturing them.

2) Orbiting planets. Whoever came up with that one, pat yourself on the back. Given that we break the game down into weeklong increments, a slow orbit won't be so fast as to be disruptive. Would also be interesting in the Influence game, depending on whether you control the entire system or not.

3) Stable Wormhole anomalies. Find'em the same way you would any other, except these are persistant. Straight out of DS9. Build your ships and stations, try to keep enemies from using them to have their way with you.

4) Persistant unstable wormhole anomalies. Same as the stables, except these have their ends move around a bit. Something of a wildcard, depending on where one happens to be when they open in your neighborhood.

5) Arnorian/Dread Lord encounters. Every so often, a ship from either of these factions pop up and rampages. Arnorians against evil races, Dread Lords against good. Neutrals can be random.

6) Population distinctions. If you can take a world with its native population intact, they should not just immediately become equal to your race. Give each species a separate population count and some colony bonus depending on what percentage of the population they represent.
Reply #55 Top
The original gateways instantly from one star system to another. Theoretically unnecessary in the world of hyperdrive, my butt.


The stargates in the GC story were never instant. They were more like hyperhighways, allowing ships to travel between any two at about half the speed of the eventual first-generation hyperdrive.
Reply #56 Top
Only been playing for a short time, but I would love to see:
1. More diplomacy options, particularly threats of force like "Remove your ships from my territory or else" "Sto your attack on my ally "X"". Or suberversive options like "Lets support the Dregin against thier Iconian enemies by supplying ships/weapons techs"

2. Better espionage options like "Spy on general/economic/military/research targets" add Sabotage ability which can be specific as above" BotF had this and it worked nicely, the more you spent on intellegence, the less likely you were to get caught.

3. planetary bombardment, to reduce pop. or infrastructure for invasion

Oh, and can a printable tech tree be posted online? I would love to print it, even if I had to tape together 20 pages, just so I could have a nice road map of it in front of me.
Reply #57 Top
I would like to see a little more detail in the fleet combat area.

Currently when you invade a planet you get a little pop up that allows you to select the different ways you can inflict damage. Each with it's strong points and weak points. I would like to see something similar added for fleet battles.

Different formations give you a tactical advantage in one way or another.

**example**

(Delta formation) Would give you a bonus to your attack but leave you more vulnerable to enemy attacks.

(Strafe) Allow you to do a hit and run maneuver where you are in combat for a round or two then retire.

(Gamma Formation) would give you more of a defensive posture and give you a defensive bonus while cutting the damage you inflict.

(Retreat)Allow a defending race (one who did not enter into the combat) to withdraw after a single round of combat. They would take damage and would escape without returning fire.

Things of this nature I believe would add some excitement into the game while not being to overly complicated. At the moment I feel the fleet battles are lacking.
Reply #58 Top
What about regenerating anomolies?

Anomolies can be fun, but it's somewhat lame that once they're gone - they're gone for good. It could make the game more interesting if Anamolies respawned randomly from time to time. It would also make survey tech a bit more worthwhile. I never build a ship that can survey besides the flagship you start with.
Reply #59 Top



(Delta formation) Would give you a bonus to your attack but leave you more vulnerable to enemy attacks.

(Strafe) Allow you to do a hit and run maneuver where you are in combat for a round or two then retire.

(Gamma Formation) would give you more of a defensive posture and give you a defensive bonus while cutting the damage you inflict.

(Retreat)Allow a defending race (one who did not enter into the combat) to withdraw after a single round of combat. They would take damage and would escape without returning fire.



Wow, I love this idea.

Each "turn" attackers and defenders could choose tactics, and basically it would be a big game of "rock, paper, scissors" each time. "Strafe" for example, would give you a +2 to your attack values for example, UNLESS the enemy chose to do the "Encircle" manuver, which would negate your +2 and give them a +2 to defense in turn.

If you've ever played Birth of the Federation, you'd see what I was getting at. Birth of the Federation had a nifty idea for a turn-based manuver-based combat system, but it was poorly executed. I think GalCiv could do better.

Now, granted, this is such a huge change that it sounds like something to put in GalCiv3 or the next expansion beyond Dark Avatar (if there is one).
Reply #60 Top
BotF had a sweet strategic turn based combat system. It did work fairly well, though it wasn't perfect. You have to remember that game came out something like 10 years ago...it ran on my 256Mhz Pentium 1 with only 98? MB RAM!!!

I was actually a bit disapointed to see with the different weapon and defense techs available that something like this wasn't implemented in the game. The on screen battles are fun to watch, but having more control over the situation would be awesome
Reply #61 Top
I actually hated how the strategic combat in Birth of the Federation was implemented. It was a great idea but horribly executed.

Whenever I played, I could never tell whether the maneuvers that I picked were effective or not. Most often I just used the "Charge" maneuver until the combat played out. It seemed to work just about as well as anything else. Neither of my friends who played it with me could figure it out either.
Reply #62 Top
another need: Make creativity useful. In the description it sounds useful but then ingame you get none of the promised breakthroughs it seems


In GC1 this upped the chance that an anomaly would be "25% towards your current tech research" as opposed to "what a waste of time". I've gotten both of these messages in GC2.

I would surmise, given the general carryovers from GC1, that it serves the same purpose in GC2, and may in fact be helping with the other anomaly types such as graveyards.

Some feedback from one who knows (developer, the goddess Cari, maybe?) on the spheres of influence of "luck" and "creativity" would be appreciated.

Respawning anomalies would be nice, too
Reply #63 Top
Hello all,

My picks would be:

#1: Planetary Bombardment. Our ships should be able to do something from orbit to 'soften' up their defenses, etc... What if you just want to destroy instead of takeover? I loved this part in MOO2!!
#2: I HATE not being able to build obsolete buildings! What if I dont want to build the new expensive xeno factory on my new outpost instead of the regular one? It happens with me alot.
#3: Lotsa people have written about 'planet destroyers' etc.. How about just giving starbases the ability to move near the end of the tech tree. They could move real slow, but be real powerful. They could house small planetary fighters and troop transports for invading planets.
#4: Why do my darn transports disappear after use?? Where do they go? I should be able to re-use them.
#5; Someone posted on here having the ability to designate strategies for space combat just as in land combat. That would be neat, and make it seem a little less pre-ordained according to attack and defense values.
#6: The most important - TACTICAL COMBAT!!!!!! in space as well as on land.

Thanks for listening. The game rocks already, so whatever happens I will still be happy.
Reply #64 Top

I think more divercity in goverments

Reaccouring anomilies would be interesting

Tactical combat. . . . .please?   
Reply #65 Top
I mentioned this a long time ago, but I'll go ahead again.

How about giving us the option to choose what we want our title to be (ie, Emperor, President, etc.)? As you progress through the government types, you should not be called an Emperor when you're a Federation. Emperor is a dictatorship and since there is a Senate and people vote, your title should change as you switch government types. Also, including a list of titles to choose from would be nice as well.
Reply #66 Top
Reaccouring anomilies would be interesting


Yeah, this would be nice. The game puts a lot of emphasis on anomalies and then they're gone in a year.
Reply #67 Top
Starbase auto-attack mode , this would allow a starbase to attack a ship within its area of sensor range like a ship would in auto-attack mode and would have a check box to enable or disable the feature. That way ship woud have to watch there step when attacking an enemy. A person could put starbases and slow down the enemy long enough to build ships for offense.
Reply #68 Top

I also mentioned more divercity when it comes to goverments Future Guy, like not having every planet ruled under the same type of ruler (eg every planet is a senate seat to the overall empire) and get a range of bonuses on different planets.
Reply #69 Top
1. Custom controls settings. Cannot be too hard can it? I would love to select another button for "middle mouse button" for example.

2. Borders would be nice. I recon this might be too big, would need total AI rebuild Iam guessing.

3. Better land combat graphics. Havent seen any dev comments about this.

4. UI, this is in my mind the most important. There are tons of minor annoyances in GC2 UI. In example the many times talked diplomacy screen and how it is very hard to give specific ships to AI. And whats with the no right click stuff? You have many ships in one sector, why not right click on a ship and select a action for it? I hope UI get alot of attention.

All the rest DA ideas seem great to me. I just hope SD can manage em all and not turn DA into big pile of bugs
Reply #70 Top
Most have been covered already,,like the Ship management screen and the diplomatic optin Threat,,but here is my contribution:

Star bases:
A repair module, either permanently installed to increase the repair rate of the base or a one time boost of say,,20 hp.

Move the Speed enhancing modules from Military to General like the Sensor modules.
(Perhaps make them boost ALL ships in the vicinity instead of just the players?)


Interface:
A button to disable the bloody governours entirely without having to drop into each and every planet.

A useful coordinate system.
(For instance graded sector-square in X,Y format; F07B12)

Enable mousewheel scrolling in the GNN list,,as well as GoTo by clicking the news item in question.