AngryPrairieDog

Four Ideas to Stretch the Game Out

Four Ideas to Stretch the Game Out

I know a lot of people like to play a game in a night and so on, but I like to take weeks to play a game, putting a lot of work into a single effort to over take the odds by my simple ability to adapt to the computers lack of inginuity, or even fighting another player for that matter. So here goes.

Tech takes way to little time to research most of the time. I virtually dont care at all what tech I am researching later in the game so long as it is going eventually towards my goal. Seriously, there are no where near as many steps in terraforming a planet as there should be, yet there is an unbelievable number of weapons... The terraforming takes longer yes, but at the same time there is only 4 of them.

Solution: dont change current game modes, simply make a mode that makes technology research cost a lot more! At this time you should also change the balance of the game entirely, population will be responsible for the amount of production, research, and revenue, and these values will all directly relate to morale. Seriously, a happy worker is a hard worker. Create a system of trade both within the empire itself and externally, that result in goods that can be traded for added income, research, production, and morale. An outside trade route would generate much more income, but an internal trade route would generate more tourism, population balance, and vulnerability to attack.


Station Defense: Can I please send a ship to a station for defense and just leave it there. Guard and Sentry are both pretty much useless, and you still get prompted for action when doing both of these. If I select guard I should be given a prompt "Guard What?". Instead the ship says Guard....wow that does nothing. As enemy ships have flown past a "Guard" ship and attacked a colony/station. How on does guard/sentry work since they should be automatic yet they apparently require you to work hard to find out.


Population Morale: Lay off the insane penalty for population or reduce the amount of population that is increased with each farm, and increase the amout of morale that is boosted with each happiness building. Its insane that with one farm and anyone in the galaxy using espionage on me, I need to build between 4 and 8 happiness centers for a planet of 25b people...yes that is a lot but if you can provide for 25 billion people then you simply have 25 billion happy people. not 21b rebels. Happiness should be based on what you can provide, more tax payers means more angry people, but if you have 20 spaces to work with instead of 5 and still have the same population, you have a lot of people that are working, shopping, learning, and relaxing all over a planet instead of in a very small area. One would conclude from this that things were not overcrowded after all....


Borders! For crying out loud why can my enemy fly threw my borders at will?!?!

Influence doesnt make the US absorb more of Canada and Mexico... actually it is the other way around....

Anyways, I can understand an influence zone that allows you to alter a perception of your side in the eyes of another. I just cant tolerate the idea of a 2D surface, or even a 3D surface not having a definable border that a friend or enemy cannot cross. This by no means has to be the standard but seriously I hate the fact that the NPC can send ships to a planet and investigate that planet for defenses until it finds one it likes and attacks that.

Make it something you can vote on in the galactic senate, also as sensor technology progresses, you expand your border, say you have a 5 parsec range, you have a 3 parsec border. Stations should not only define your influence area but also your border, and the sensors on the station can enhance that border, thus making station more valuable as a barrier while reducing the combat capabilities of the station.

Even with research the way it is a player would be hard pressed to "corden" off a section of the map early and see a benifit from this barrier. However later in the game this could be used to lessen the burden on your economy by guarding less outposts than the planets you control and providing an early warning for you.


Other Ideas: Why is it that the Galaction Council votes on a random subject you are in no way in control of yet the NPC's are somehow. Say there is 4 races, then every 4th summit you should choose the topic.

Ship Upgrades: Can I get a button that upgrades all ships of a particular class to another class instead of going threw them all manually?

Weapons Balancing: Two class five lasers are equal to one class I missile...yeah so lets change hp's up a bit and damage up a lot so that weapons not only get smaller but actually do more damage instead of going threw a very limeted number of weapon types that really dont change anything in combat other than how my ship looks. I only say this because I fought a war against missile boats that were very poorly equiped and the size difference made no change at all, my ships were super fast compared to my enemy however in combat that made no difference at all. Basicly what it is now is I should arm ships to the teeth and put no engines on them at all.

Events: There seems to be an insane speculation behind choosing good and bad for events. I can see there only being good and bad benifits, but the good is rarely something you want, especially considering the tech opurtunities it opens up. Bad however seems to be the way to go. Balance the events out more, and also put events in place that have a positive and negative to choosing bad and good, thus allowing a planet that is good at research to get better at it, and sacrifice population growth....or something to that effect.

Sorry for being long winded but I just thought I would put in some ideas.
32,382 views 53 replies
Reply #51 Top
You could give engines a small size, large sizemod value, and set them to only allow one per ship.


Now that sounds good, and it actually makes sense. Why don't you guys implement that in DA too?   
Engines and defenses, they should work like that (1 per ship, with sizemod). Everything else, no limit and no sizemod.


5. I'm thinking about including a 'Starbase' class ship that has more space for weapons than a capital ship, but moves at one parsec a week. Every ship in the galaxy can run away from it, but not a single one can move past it without a fight, because that'd require 4 parsecs a week. That'd be something nice for strategically important places, like crossections of tradelanes.


Sounds like a DeathStar    For those huge weapons you'll get with #3 (the targeting problem in DL may be an issue again with this).
Reply #52 Top
I know how to stretch the game:

Stretch the map out.
Galaxies are really big. Space is big. Space between stars is huge. Obviously a completely realistic map would be empty except for the Earth and moon, but c'mon, it looks so goofy having stars that close together, not to mention almost equally large planets right next to them. I had read somewhere that a developer didn't want to go beyond 16x16 or whatever "Gigantic" is, due to number-crunching slow-down, but would 32x32/64x64 slow down with the same number of stars & planets in a larger space? Not a big deal at all, but I get the feeling in the game that space travel is waay too fast. That is, I find myself having explored/revealed the entire galaxy by the time I get to Warp drive in tech...


I'd like to have the galaxies like that. I like to have HUGE voids in galaxies. In my opinion, I would like to have A GINORMOUS galaxy and have a dozen clusters of stars spread out. Kind of like an oasis star system. PLUS! Stars aren't close in the galaxy! They are VERY very very very far away. The closest star to earth is Alpha Centari and its 25.8 trillion miles away(AKA:4.39 light-years). That is a long time to get there! The speed of light is 299,792,458 meters per second! Now I know that if it IS possible to travel that fast, thats 4 years to get there!  

It would be cool to send out a colony ship to a pre-destined place (a solar sytem) in the galaxy that is far far far far away. So the colony ship goes into a cryogenic sleep. Then they are woken up when they reach it. (You have no contact with them and you can't redirect the ship). The colony ship then loks for planets if they find one, they colonize it and then send out a singnal that takes years to reach your homeworld. When it does, you can relay information to the new planet and tell it what to do(it takes years to reach the planet from your homeworld. On that planet however, thay are already build the basic things for the colony's survival.) Eventually, you can research techs that get the signals back and fourth instantly.

Here is a far out idea: When you conquer the galaxy your'e in, you can go and conquer another galaxy and be a universal conquistador!   But, that would be kinda hard to put in.   

On the Idea of blackholes however, it would be cool to have a HUGE black hole at the center of the galaxy in a Mega random event. Slowly the stars around it are swallowed, thus making the blackhole bigger. Then you would have to research a technology to destroy the blackhole...Or you send it to the other side of the Galaxy with a Dark Energy Manipulator! (TAKE THAT TORIANS!)

Other Ideas: Why is it that the Galaction Council votes on a random subject you are in no way in control of yet the NPC's are somehow. Say there is 4 races, then every 4th summit you should choose the topic.


I hear you. It would be nice to be able to vote on the actual issue! It's like a pop quiz issue chooser! Also, if an empire has an iron grip on the votes, something should be done about it. IE:The U.P. kicking that monopolistic empire out! (FYI: I'M usually that empire with the majority vote)