Dear GC community,

I would like to bring the following discussion to this forum.

What do you think about blockades as an optional game feature, suggestion see below. Original post is taken from the steam discussion http://steamcommunity.com/app/226860/discussions/1/620695877442173847/.

Br, Skyh


Copy from the OP (by Soldieroffilth):

I like invading planets, but what I like even more is being able to bleed my enemy of their lifes blood.
I think it would be interesting to see a mechanic where if a player has a fleet in a space adjacent to an enemy planet they can be set to blockade mode. while in this mode the fleet can leech off resources from the planet and deny the enemy the resources that would typically be recieved from that planet., i.e. income and research. Also, if a planet is blockaded, then the owning player would also be denied access to the planets construction capablities.
Blockaded planets would also suffer happiness penalties. If the planet stays blockaded long enough the population goes rogue and resources and income can no longer be leeched from it. All ownership is lost until someone invades the planet.
This method of warfare would be available from the start, allowing players to blockade their enemies into submission even if they don't have the ability to invade, but taking the planet would still require an invasion, obviously.
All of this would happen over a number of turns instead of all at once. It could even be worked out that a planet must be blocked in order to weaken it down a bit in order to make an invasion of the planet available. There by drawing out the fight for a planet and leaving some window of opportunity for the owner to break the blockade.
Just an idea.

 

63,144 views 17 replies
Reply #1 Top

Way to formal...

As for the idea, it might be best to have the ship it orbit of the planet e.i same tile. That way it saves micro management and combat would be automatic when a shipyard is built. However that would make winning very easy as only shipyards can be built. (maybe that should change.) also blockades don't have to be a war thing, they can be for trade reasons and a sort of cold war where the planet is occupied but both sides are not at war. And without making it to complicated, I think if a ship is fast enough then it can beat the blockade.

Reply #2 Top

Well, another try @ Darca :borg:

Hi guys,

Please post your thoughts about this idea. It doesn´t matter if you just bash it or if you love it, just tell us what u think. B)

Go, the discussion has started!

Fly safe!!!

 

 

 

+1 Loading…
Reply #3 Top

"just tell us what u think." Who is us? Are you a we? Is we a us? I'm confused! :P

 

;-)

Reply #4 Top


"just tell us what u think." Who is us? Are you a we? Is we a us? I'm confused! :P

 

;)

 


 :borg:

clearly we is the borg ....    all hail our robot overlords

ok i like the idea but i think it wouldent be able to be done with single ship you would need a fleet or several surrounding the planet to accomplish this even then a fast or stealthed ship might be able to sneak by the blockade further if using the blockade to try and soften up the planet for an invasion the defending empire may try to get ships in with supplies in order to strengthen the defenders

Reply #5 Top

I like the idea. I used to blockade planets if I was at war with AI race in GalCiv2. I'd set up two or three fleets with fighters to go after blockade runners around planets and kill anything coming off those planets. I would station Transports just outside range and when I had decimated their ship fleets I would invade the planet.

 I am not sure it should be a feature but I would love to have the option to blockade not just when at war but for trade and economics. Backed up with Trade embargo's.

Reply #6 Top

I like the idea of blockading.

Reply #7 Top

I like the idea.  I just got Endless Legend and they have a pretty good siege mechanic as well as a good tactical light combat system (meaning not real tactical combat but better than just watching a movie ala GC2 and allowing some commands to be issued.)  Could be adapted to planetary blockades. 

  Defiantly should be fleets  blockading a planet and not single ships. 

Reply #8 Top

Quoting Bellack, reply 7

I like the idea.  I just got Endless Legend and they have a pretty good siege mechanic as well as a good tactical light combat system (meaning not real tactical combat but better than just watching a movie ala GC2 and allowing some commands to be issued.)  Could be adapted to planetary blockades. 

  Defiantly should be fleets  blockading a planet and not single ships. 

Yes, blockading a planet should require some ships. Maybe depending on the planet class? For example fleet size must be > planet class.

Before all orbiting ships must be destroyed. Afterwards, if no enemy ship is left in the orbit, the growth and approval  is reduced slightly each turn. So it could happpen that after x turns the population is shrinking. Any shipyard connected to this planet loses the planetary sponsor.

We will blockade your homeworld :borg: haha

 

 

Reply #9 Top

This idea has my full support. It's like the planetary equivalent of the trade route raiding mechanic, but far more interesting.

Reply #10 Top

Quoting NGC7000, reply 9

Yes, blockading a planet should require some ships. Maybe depending on the planet class? For example fleet size must be > planet class.

It should not wholly depend on just the fleet size (logistics), because then you can effectively blockade a planet with empty hulls (which are very cheap to build). The blockading fleet must also project military power, and the amount of it must exceed the planetary defenses (and planet size).

Furthermore i would count any fleets (of the planet owner) in the tiles adjacent to the planet as part of the planetary defense strength.

Reply #11 Top

Quoting SkyhBlue, reply 8


Before all orbiting ships must be destroyed. Afterwards, if no enemy ship is left in the orbit, the growth and approval  is reduced slightly each turn. So it could happpen that after x turns the population is shrinking. Any shipyard connected to this planet loses the planetary sponsor.

The blockade effect could start after a delay of x turns. So there will be some time to react for the player before the planet  suffers from the blockade.

 

 

 

Reply #12 Top

Quoting Thecw, reply 10


Quoting NGC7000,

Yes, blockading a planet should require some ships. Maybe depending on the planet class? For example fleet size must be > planet class.



It should not wholly depend on just the fleet size (logistics), because then you can effectively blockade a planet with empty hulls (which are very cheap to build). The blockading fleet must also project military power, and the amount of it must exceed the planetary defenses (and planet size).

Furthermore i would count any fleets (of the planet owner) in the tiles adjacent to the planet as part of the planetary defense strength.

I see, it´s a question of balance. Also if you count fleets on the adjacent tiles to the planetary defense strenght.

What are the devs thinking about this topic?

 

 

Reply #13 Top

Quoting Thecw, reply 10


Quoting NGC7000,

Yes, blockading a planet should require some ships. Maybe depending on the planet class? For example fleet size must be > planet class.



It should not wholly depend on just the fleet size (logistics), because then you can effectively blockade a planet with empty hulls (which are very cheap to build). The blockading fleet must also project military power, and the amount of it must exceed the planetary defenses (and planet size).

Furthermore i would count any fleets (of the planet owner) in the tiles adjacent to the planet as part of the planetary defense strength.

i wouldent use planet defenses the whole idea of a blockade is to avoid attacking the planet directly so you would set your fleet up just out of range of any defenses 

Reply #14 Top

Quoting androshalforc, reply 13

Quoting Thecw, reply 10


Quoting NGC7000,reply 9

Yes, blockading a planet should require some ships. Maybe depending on the planet class? For example fleet size must be > planet class.


It should not wholly depend on just the fleet size (logistics), because then you can effectively blockade a planet with empty hulls (which are very cheap to build). The blockading fleet must also project military power, and the amount of it must exceed the planetary defenses (and planet size).

Furthermore i would count any fleets (of the planet owner) in the tiles adjacent to the planet as part of the planetary defense strength.

i wouldent use planet defenses the whole idea of a blockade is to avoid attacking the planet directly so you would set your fleet up just out of range of any defenses 

It make perfect sense: the better the planetary defenses, the greater your stand-off-distance must be. The further away you are from the planet the more vessels you need for an effective blockade. In the 2D galaxy of GalCiv3 this should be a factor of 2 * pi, but i think for game mechanics a linear equation / comparison suffices.

Reply #15 Top

K.I.S.S ^^^^

Reply #16 Top

I think that taking into account economy farming  class population and planetary defence should be a factor. You should only be able to blockade undefended planets. I mean planets without ships in orbit.

Reply #17 Top

Any idea if this or a similar feature will get a chance to be implemented in the release version?

What are the devs thinking about it? It would open up additional strategic options for us :borg: