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The New "Prototype Feedback" in the Vault!

The New "Prototype Feedback" in the Vault!

My opinions; yours?

ERMAGERD! IT'S SO BEAUTIFUL! Well, metaphorically at least, lol.

This is by far the most substantial thing released to us so far, and honestly Stardock guys, you may as well have dangled a raw steak in front of a pack of rabid wolves. I ate that stuff right up... after reading one or ten times more. It's looking good, damn good, especially considering the current ETA of the release. 

For those that have seen it; what thoughts do you have on the screens and commentary? I have some feedback to offer myself based purely on what was seen:

(In no particular order...)

 

- On the planet management screen, I would like if the actual map of the planet was actually "filled" with hexes. I noticed that much of the pacific ocean as well as some of Indonesia and Hawaii and most of the poles were missing on the picture of Earth. As I said, it would be better if the currently unused space was used to display the remainder of the planet.

-The planets, aside from Earth and Drengi, don't have clouds (including Mars, Kona and the other habitable planets)

-I noticed that Mars is a class 10 planet, Earth is class 16 and Drengi is class 18. Are the planets in this game simply better? Is there some sort of starting option that tweaks this? Perhaps the value of individual tiles has gone down? Personally, I would like if there wasn't a superabundance of tile with correspondingly weak improvements, unless this adjacency bonus mechanic is pretty significant.

-The star textures are really badly distorted at their poles.

-The sector demarcation lines are a little too visible; it adds unnecessary visual clutter where a much thinner/duller line, perhaps of a different colour, would suffice.

-The tooltip on a planetary improvement has 'values' for mass driver, beam and missile weapons. Possibly some sort of planet auto-defense? How would that work with invasion transports? Can ships bomb these?

-I'd like if I could have a bottom-oriented UI; is there an option for this?

-Are those coloured polygons galactic resources?

-There's a picture with a huge nebula! More of these please! (Preferably with an abundance setting)

-The tile description 'arable land' has two pretty significant spelling/grammar errors; "Colonie" and "required to make a colony a valuable part of a growing civilizations"

-I disagree with point 12 on the list; don't get rid of the "BC" and "B" units at the end of numbers, it adds to immersion in my opinion by knowing the details of my planets. This is akin to planets in Sins of a Solar Empire having a few hundred inhabitants, instead of explicitly giving units.

-Planets should have an appearance and attributes that one would expect from a planet in their particular orbit around their particular star; planets one tile away around yellow, blue, purple stars should be hostile and volcanic, while one-tile orbits around red or white stars should have habitable planets and cool rocks. Extrapolate for other orbits and planet types.

-I noticed there's much more stellar size variation, given that there's a very small white dwarf star. Will there be multi-tile stars akin to supergiants?

 

That's all I can think of for now, what about you guys? Are any of my questions answerable Stardock guys?

:3

 

99,520 views 105 replies
Reply #76 Top

So quality and size are not separated. :-(

Would it be possible to associate buildable terrain with land?

 

Reply #77 Top

Gal Civ 2 already has a mechanic for displaying the technological disparity of two races in a ground invasion, you can already use less troops when your technology is vastly superior, thanks to the baseline soldiering skill buff applied with most of the planetary invasion techs.

 

Fate,:beer:

Reply #78 Top

I like the invasion mechanic in GalCiv 2 but it allows for some cheesy stuff, and I am sure you all do it.

 

I am talking about using first transport with planetary bombardment, reduce enemy pop to like 1.5b then second transport use standard warfare and conquer it.  Net result is you greatly benefit from planetary bombardment but do not suffer the infrastructure damage penalty.

Reply #79 Top

Max shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, promise me that when you find exploits like that in GC3 you won't write them on the forums! That's how things get patched haha!

 

In fairness though that became a lot less useful in TA, as most of the improvements would be destroyed because you don't have the required tech anyway.

 

Fate,:beer:

Reply #80 Top

I could be wrong, but for the most part you are not going to have a planetary bombardment while you have a planetary invasion. Maybe they can creae a mechanic for marines. As far as modern warfare goes first you send in spot bombers to take out defenses then you send the carpet bombers this alone can take months. I'm not sure what the marines are doing. Then you send in the army.

 

Reply #81 Top

Quoting Fate, reply 79

Max shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, promise me that when you find exploits like that in GC3 you won't write them on the forums! That's how things get patched haha! 

In fairness though that became a lot less useful in TA, as most of the improvements would be destroyed because you don't have the required tech anyway.

Fate,

That "exploit" has been around a loooong time. It's pretty common knowledge.

But really, what was the alternative? Applying the PQ loss even on losing invasions would have led to exploits the other way, using multiple one-person transports to fail at invasions and wreck really tough worlds down to PQ1 without ever even attempting to take them. 5-6 empty transports would reduce any planet to uselessness. And since the AI wouldn't build over it's buildings, all you would really have to do is hit them until the starport was destroyed, then leave them with a planet they couldn't build ships on.

Reply #82 Top

Quoting Tridus, reply 74


If the armies are wildly disproportionate in power, you don't need as many. The US conquered Iraq without a huge number of troops because they had so much better equipment and organization. Course, they had serious problems with civil unrest afterward. 

Let's not forget that Iraq at that point was in no condition to resist any invasion. Desert Storm had turned their army into hollow shell and so forth.

Same with Soviets in Afganistan.

But still, in the end... USA is losing the whole thing. They were able to beat the army but could not keep the country. Costs skyrocketing and making US command look for any excuse to escape the mess. That is due to too few boots.

Invasion is one part of battle, keeping what you took is the second. If we take for example Earth. Dry surface area is about 150 million square kilometers. Population 7 billion. Any number of troops below billions is going to be unable to prevent the situation from deteriorating from bad to horrible, because all territory you cannot control is area which enemy can use for their purposes.

You would need godlike power compared to the enemy to be able to take and control something as big as a planet with amount of troops where millions do not qualify for rounding error.

 

But in the end, most important thing is that I just want to imagine sky being on fire from one end to the other due to fiery entry of my assault pods as they charge to the surface and underline that I am the biggest, meanest SOB in this corner of the galaxy.

Reply #83 Top

I agree, but you forgot to add that in the game we have to rebuild every time.

Reply #84 Top

Quoting WIllythemailboy, reply 81
That "exploit" has been around a loooong time. It's pretty common knowledge.

But really, what was the alternative? Applying the PQ loss even on losing invasions would have led to exploits the other way, using multiple one-person transports to fail at invasions and wreck really tough worlds down to PQ1 without ever even attempting to take them. 5-6 empty transports would reduce any planet to uselessness. And since the AI wouldn't build over it's buildings, all you would really have to do is hit them until the starport was destroyed, then leave them with a planet they couldn't build ships on.

 

It could be written in such a way so that if:

Planet A controlled by player X is bombed by player Y but player X retains planet A then the bombardment PQ penalty isn't applied but is instead stored in the games memory.

If player Y then attacks again, be it that turn or the last turn of the game and takes planet A from player X then the previous bombardment penalty is applied

Or if planet A is successfully invaded by player Z then the penalty from player X's previous bombardment would not apply.

 

All of this is moot because I'd place money on planetary invasions receiving a large overhaul for GC3 and this is just my thoughts for a work around. The point is the general rule on the forums should be report multiplayer exploits, but keep the relatively minor ones like this to yourself for fun and let other players figure it out  ^_^

 

Fate,:beer:

Reply #85 Top

Quoting Fate, reply 84

Quoting WIllythemailboy, reply 81That "exploit" has been around a loooong time. It's pretty common knowledge.

But really, what was the alternative? Applying the PQ loss even on losing invasions would have led to exploits the other way, using multiple one-person transports to fail at invasions and wreck really tough worlds down to PQ1 without ever even attempting to take them. 5-6 empty transports would reduce any planet to uselessness. And since the AI wouldn't build over it's buildings, all you would really have to do is hit them until the starport was destroyed, then leave them with a planet they couldn't build ships on.

It could be written in such a way so that if:

Planet A controlled by player X is bombed by player Y but player X retains planet A then the bombardment PQ penalty isn't applied but is instead stored in the games memory.

If player Y then attacks again, be it that turn or the last turn of the game and takes planet A from player X then the previous bombardment penalty is applied

Or if planet A is successfully invaded by player Z then the penalty from player X's previous bombardment would not apply.

All of this is moot because I'd place money on planetary invasions receiving a large overhaul for GC3 and this is just my thoughts for a work around. The point is the general rule on the forums should be report multiplayer exploits, but keep the relatively minor ones like this to yourself for fun and let other players figure it out  

Fate,

Better IMO than both the existing and your proposed plan is removing permanent damage altogether, and replacing it with something like the terraforming mechanic. Put in another level of terraforming tech called "clear debris" or something, and any tiles lost to the invasion have to be cleaned up before they can be built over again. Maybe not even lock it behind a tech, but have a tech that reduces the cost and time requirements. They could even have repair mechanics: if you successfully defended against an invasion, your structures would be damaged roughly in proportion to the fraction of population the planet lost. That way people couldn't just rely on a high population to protect against invasion, and of course a successful invasion would leave the new owner with a mess to clean up before the planet returned to full production.

Reply #86 Top


Quoting WIllythemailboy, reply 81


But really, what was the alternative? Applying the PQ loss even on losing invasions would have led to exploits the other way, using multiple one-person transports to fail at invasions and wreck really tough worlds down to PQ1 without ever even attempting to take them. 5-6 empty transports would reduce any planet to uselessness. And since the AI wouldn't build over it's buildings, all you would really have to do is hit them until the starport was destroyed, then leave them with a planet they couldn't build ships on.

What about this idea?

1. the penalty for say, planetary bombardment, is always applied whether planet ends up conquered or not.

2. The penalty Is however proportional to the amount of enemy casualties during the assault.

  That means that using transport with 1 troop would not works because it would cause no significant enemy casualties, even with a 200% planetary bombardment bonus.

Reply #87 Top

Quoting EvilMaxWar, reply 86



Quoting WIllythemailboy, reply 81

But really, what was the alternative? Applying the PQ loss even on losing invasions would have led to exploits the other way, using multiple one-person transports to fail at invasions and wreck really tough worlds down to PQ1 without ever even attempting to take them. 5-6 empty transports would reduce any planet to uselessness. And since the AI wouldn't build over it's buildings, all you would really have to do is hit them until the starport was destroyed, then leave them with a planet they couldn't build ships on.

What about this idea?

1. the penalty for say, planetary bombardment, is always applied whether planet ends up conquered or not.

2. The penalty Is however proportional to the amount of enemy casualties during the assault.

  That means that using transport with 1 troop would not works because it would cause no significant enemy casualties, even with a 200% planetary bombardment bonus.

 

Sounds good to me. Long meat grinders with huge losses would leave you with near wasteland. And catching enemy fleets before they get to planets would become more important.

Reply #88 Top

Quoting WIllythemailboy, reply 81
But really, what was the alternative?

 

Quoting WIllythemailboy, reply 85
Better IMO than both the existing and your proposed plan is removing permanent damage altogether, and replacing it with something like the terraforming mechanic.

 

So you had an alternative all along?

 

Both interesting ideas, although yours extends a bit too far towards realism and fun-ruining, in my opinion.

 

Fate,:beer:

Reply #89 Top

Quoting Tergon, reply 82

Let's not forget that Iraq at that point was in no condition to resist any invasion. Desert Storm had turned their army into hollow shell and so forth.

Same with Soviets in Afganistan.

But still, in the end... USA is losing the whole thing. They were able to beat the army but could not keep the country. Costs skyrocketing and making US command look for any excuse to escape the mess. That is due to too few boots.

Invasion is one part of battle, keeping what you took is the second. If we take for example Earth. Dry surface area is about 150 million square kilometers. Population 7 billion. Any number of troops below billions is going to be unable to prevent the situation from deteriorating from bad to horrible, because all territory you cannot control is area which enemy can use for their purposes.

You would need godlike power compared to the enemy to be able to take and control something as big as a planet with amount of troops where millions do not qualify for rounding error.

Taking it and keeping it are different things, though. We've got things like approval and revolt events to model the keeping it part, and invasion for the taking it part.

I'd say that if you can take it with a small but vastly superior millitary, then can't actually get it to do what you want due to things like unrest because you can't pacify the population, the system is working correctly.

But in the end, most important thing is that I just want to imagine sky being on fire from one end to the other due to fiery entry of my assault pods as they charge to the surface and underline that I am the biggest, meanest SOB in this corner of the galaxy.

Scale is often going to be off, because the game requires me to be able to conquer planets without depopulating my own by making 10 billion soldiers.

Reply #90 Top

Quoting Tridus, reply 89
Scale is often going to be off, because the game requires me to be able to conquer planets without depopulating my own by making 10 billion soldiers.

 

It's really almost too far the other way, if I was invading a lush planet of 8 billion people then I'd use 2-4 billion troops in GC2 depending of the tech disparity, which is one soldier to every four inhabitants in the minimum scenario..... That's a crazily small ratio compared to most 'real world' invasions!

 

Fate,:beer:

Reply #91 Top

Quoting Fate, reply 88
So you had an alternative all along?

Both interesting ideas, although yours extends a bit too far towards realism and fun-ruining, in my opinion.

I actually came up with that as I was typing.

I prefer the damage-and-rebuild model over permanent damage. How believable is it that we can terraform swamped planets, desert planets, toxic planets, even planets where everything is radioactive, but invasion tactics damage the planet beyond reclamation? What possible degree of combat damage could be worse that what we already face on a regular basis?

Reply #92 Top

Quoting WIllythemailboy, reply 91


 invasion tactics damage the planet beyond reclamation? What possible degree of combat damage could be worse that what we already face on a regular basis?

Well, for one, dropping a massive asteroid into the planet, basically simulating the dinosaur extinction. This might weaken the crust and stimulate volcanic activity for a long time.  Not something you could fix by ''draining swamps into deserts''

Reply #93 Top

Quoting WIllythemailboy, reply 91
I prefer the damage-and-rebuild model over permanent damage. How believable is it that we can terraform swamped planets, desert planets, toxic planets, even planets where everything is radioactive, but invasion tactics damage the planet beyond reclamation? What possible degree of combat damage could be worse that what we already face on a regular basis?

 

Our highest level weapons in present day are already capable of rendering the planet completely uninhabitable if we were to use them, imagine when we have technologies that grant access to space! Low level picks like a basic conventional invasion might just create vast amounts of rubble, but then there's no nil damage option for invasion if you don't want to hurt the infrastructure. We're getting too close to realism and wrecking the fun....

 

Fate,:beer:

Reply #94 Top

Quoting EvilMaxWar, reply 92

Quoting WIllythemailboy, reply 91

 invasion tactics damage the planet beyond reclamation? What possible degree of combat damage could be worse that what we already face on a regular basis?

Well, for one, dropping a massive asteroid into the planet, basically simulating the dinosaur extinction. This might weaken the crust and stimulate volcanic activity for a long time.  Not something you could fix by ''draining swamps into deserts''

Read the techs. Stimulating volcanoes to create new land is exactly what Advanced Aquatic Colonization does. It's something the current techs allows us to do on command, and we already know how to deal with the consequences and use the results.

Reply #95 Top

If we are talking about bombing. I would opt not to nuke the planet. I think both would be an option. Lets not forget about spot bombing just bombing the defenses not none thing else. The asteroid idea should have a chance of destroying the whole ecosystem. If the ecosystem is destroyed then their is no point in an invasion you won. I don't do anything that lowers planet quality. I would like an option to rebuild. I like the option to invade without killing everyone. If I don't kill everyone their would be a resistance in the beginning. I think that at least the structures that are left standing the people before the invasion would know how to run them even if you can't build them.

Reply #96 Top

Quoting Tridus, reply 89

Taking it and keeping it are different things, though. We've got things like approval and revolt events to model the keeping it part, and invasion for the taking it part.

I'd say that if you can take it with a small but vastly superior millitary, then can't actually get it to do what you want due to things like unrest because you can't pacify the population, the system is working correctly.

Keeping and invading are not really that different. You have to remember that it is not clear cut case to say that invasion went smoothly but occupation did not. And tech does not equal ability either. 10 supermen still are 10 supermen who cannot be everywhere at once. 

 

If we look at Iraq invasion, invader force had 250k troops, Iraq had around 450k counting in paramilitaries. Reserves were never activated en masse.

And this is with technological gap which is massive. If Iraq had been able to put their entire reserve force into war footing, 250k would have been insufficient.



Scale is often going to be off, because the game requires me to be able to conquer planets without depopulating my own by making 10 billion soldiers.

Think of it as lost growth all over your empire. You are not necessarily breeding the troopers on planet you are recruiting them but assembling their equipment, providing training and mustering the collected manpower from multiple planets. 

Reply #97 Top

With the benefit of hindsight, we could have just had the consequences of a particular invasion attempt happen after the attempt rather than only take consideration in the case where the planet was conquered.

But I used the exploit myself all the time and didn't want it to go away. ;)

Reply #98 Top

Quoting Frogboy, reply 97


But I used the exploit myself all the time and didn't want it to go away.

Haha, so did we. It cuts the amount of transports you need for conquest in about half. Greatly reducing the tediousness of the steamroll phase. An other alternative might have been about being able to reuse transports somehow, instead of spamming new ones all the time.

Reply #99 Top

Quoting Frogboy, reply 97
But I used the exploit myself all the time and didn't want it to go away.

 

This is why I love Stardock!

 

Fate,:beer:

Reply #100 Top

Quoting Frogboy, reply 97
I used the exploit myself all the time and didn't want it to go away.

I feel like someone should make Scumbag Steve meme "Game dev notices exploit in the game" "Does not fix it in order to keep abusing" :)

Jokes aside its not a big deal tbh. If anything it actually added to the game, because if a new player discovers this on his own, he can really feel smart-like using it onward.