easy things that make sense now and for Dark Avatar

Ok, not posted before but need to suggest a couple cool simple things case not thought of. Case they have, sorry! Also sorry if wrong place or off topic.

1) like the idea of being able to destroy a planets space based shipyard. Like the idea of being able to defend it like a starbase and have it fight along side all ships in orbit that always act like a fleet (if player wishes, need a toggle). Should also be able to construct an underground shipyard and launch vessels from there too, but they take 2times as long to build. Requires a quadrant on the planet called "Secret Shipyard" and can have both shipyards going same time.

2) like the idea of wormholes created at beginning being random teleportation and the wormholes are permanent throughout game.

3) want to be able to build stargates that require an X and a Y that are permanently linked. takes say 5 constructors or so to build each side. Or, could say each race can operate up to 5 total gates and can go to any of them. have to destroy one to build another once hit 5.

4) ships should have a size adjustment in combat. size 3 = no adjustment, size 2,4
= +/-15%, 1,5 = -/+30%. Accounts for size of target and maneuverability. Makes use of tiny more inviting. Need to decrease size of engines a bit more for tinier ships to inrease use as scouts. Now, its all the industrial hull.

5) why not have a ship healer module? takes up lots of space so ship must move slowly and have no defense.

6) Why not a planet destroyer platform? takes 10 constructors and can only move at speed of 2. can turn a planet into a zero but takes 3 turns to setup weapon once in orbit. cannot be shielded or have weapons.

7) why not have mass missles miss more often but more damage. Mass drivers balanced and lasers hit almost always but less damage?

8) this is the big one. really need to increase effect of things like alignment such that other races like you more or hate you more. way too boring regarding their attitudes. good vs evil should always start off at wary. good always gets a 10% defense bonus and evil always a 10% attack bonus. neutral nothing. MOST IMPORTANTLY, a civ's attitude toward you should be reflected in trading. an evil race that hates you should really jack up the prices!

All these things add strategy without overtaxing the AI too much? Would really be nice...
4,100 views 4 replies
Reply #1 Top
o_0 Add strategy without overtaxing AI? err.. no.

1) would require AI work to get them to defend and use this

2) Not much AI work, but still get them to stop autopiloting into the anomaly at every oppurtunity.

3) No, stargates are much slower than hyperdrive. And this has been debated before. Again, the AI would need to be tweaked.

4) they do... it's what sizemod is for. Bigger the ship, bigger the module being put on the ship.

5) AI work, and wouldn't be really effective unless you implemented tactical combat, which is GC3 at the earliest.

6) What part of this requires "little AI work"? This idea was on the table for a while (since it was in gc1) but has been (to the best of my knowledge) scrapped because it's far too much work for the AI to use it.

7) Combat changes like this would require even more AI rework to get it to realise the differences.

8) All of that is implemented already... Good and Evil hate each other and charge extortionate prices, and they get their bonuses through the special weaponary they have. Have you even researched alignments?
Reply #2 Top
Re: the AI rewwork, I am sure you are right.

Bottom line is there is limited use of strategy and it seems like there are ways to improve it.

Noted recently after exploring influence approach that even with huge starbase effects planets wont defect. I think that would add a lot of flavor as races like humans love to use these as opposed to going to war. Since an influence starbase is passive war, why not increase thier effect 10 fold and make them really fun.

Still think relations are way too easy. I can be as evil as I want and still have the good civs be friendly or warm as long as i trade with them. need more aggressive civs. look forward to DA for sole purpose of programming 9 drengin style personalities.

have to play w/o tech trading else win easily on ultimate. looking forward to .4 version to not be creamed at start for lack of funds as w/o tech trading times are tough. makes great sense and thanks to those responsible for the change.
Reply #3 Top
You know in Galv1 there was a terror star it was a starbase that moved 1 space per turn.And it blew plants in pieces.I once read a post asking if there would be terror stars in Galciv2.But the rumours were that they would be in exspansion.Hopwfully they will.
Reply #4 Top
They wont be, the AI couldn't use them properly, same as gc1. So they've been ditched.