What flaws are you referring to?
Are you even bothering to read?
Research itself is dull (everything boils down to Gun, gun+1, gun+2, smaller gun1, smaller gun2, smaller gun3, damage+1, damage+2, damage+3) It's so formulaic and..."sterile" for the lack of a better word. Very spreadsheeat-y. Things you research lack any character or depth
Combat is boring as hell. Ship design might as well be pointless - and the research makes ships obsolete at a massive pace, requiring you to contantly upgrade any design you make (with the upgrade being "oh, I now have more space in my hull, lets put two more guns on it"). The ships you get by default are more than good enough and your ships wont' really perform differently.
If you play out all tactical battles (take control) that makes the whole game last longer (not the specific battle) Think about it right now the battles are quick, turns take 5 minutes or less with 50-100 planets (depending on what you are doing) If you had full tactical battles, each battle may last a while, if like total war up to 2 hours if you let it. This all means that if that turn you have say 5 ship battles and 1 planet invasion that one turn may I'll give you ship battle 15 minutes each, planet invasion 1 hour, that means that turn itself could take up to 2 hours 15 minutes. You want to this because you get an advantage over the auto resolve option. Large games take 1000+ turns, so let's say 1000 for arguments sake, and the average turn of 2.25 hours being that there may be times in the game at the begining that your turns go quickly but there may be turns that have 30 ship battles and several invasions. This means that the game would last for around 2500 hours, figure the average player puts in 2.5 hours daily that would mean the game would last around 3 years, if you didn't loose interest first.
Redicolous. First, you don't know how long a tactical battle would take. That depends on how they are handeled mechanically. Secondly, there is a logistic and time limit on the number of ships and fleets you can field. Also I doubt you'll be constantly at war. Third, who ever said that you play out all tactical battles?
Lastly, where did you pull that figures from? 2+ hour turns? I?ve never in all my life played a 4X where turns lasted that long, even on the biggest maps.
Those points are what sets this game apart from other 4x games similar to it say Total War. As yes Total War has full tactical battles but, Galactic Civilizations III has thousands of planets. Total war is a war game limiting the number of territories, Galactic Civilizations III is a civilization game.
Why do you keep bringing up Total War? It's a great game, sure, but GCIII is sci-fi 4X, there are better comparison games.
GCIII having thousands of planets? I have played medium maps only and it might have 50-60 planets. most of which are uninhabitable.
Now, if you play the biggest map and set ALL planets to be habitable..you'd probably get a lot of planets. But if you're doing that then you are DELIBERATELY setting yourself up for a LONG game, so I don't see the point of complaining about tactical battles that are OPTIONAL.
Quoting peregrin23,
I think over all you just want this to be a different game then it is. This is an updated, expanded, and improved version of GCII. Also your post seems to be made in complete ignorance of state of the game and how incomplete it still is.
I want it to be a different game? No, I want it to be a better game. I want it to keep whatever was good and worked good and enhance upon areas in which it was weak. This assertion that tactical battles or more complex combat in any fashion (anything different than rock/paper/scissors) somehow magically transorm it into "NOT Gal Civ" has no grounds in reality.
This is totally as it should be. Because the designer has not effect on the actual functionality of the ship, it allows you to create any ship you like, or not use it at all. If ship functionality was linked to design, the ships would all look the same because players would only use optimal designs, and those players who weren't interested in the ship designer would have to use it just to get decent ships.
This is not true. It depends on how it's done. Let's also not forget that what is best is situational. Few games, if any, can go into such depth that every single thing will matter. Also, what is so wrong with the player being able to fail utterly at designing a ship? Players should be able to fail in every aspect of the game. That is part of the challenge.
Also, there will always be those that will want to experiment. Just with fire arcs you have a lot of options. Do you want to make a ship with forward-fixed weapons? But what if it gets flanked? Mimic a WW2 battleship? But turrets take up more mass/space than fixed guns. How much armor do I put on? More armor = more mass. I'm gonna need bigger/more engines. Etc, etc..
What exactly is stopping you from making a ship you want visually, and then assigning weapons (and arcs) as you see fit? Unless you make some really stupid mistakes and don't use your designs strengths ("one single big engine, no armor and all forward fixed weapons! Die! Dieeee! Hahahaha.. Did that one get behind me? Ups, he disabled my engines! Frak. Dead in the water!")
EDIT:
Are you honestly accusing me of not wanting to give honest feedback just because you don't like what I wrote?
Critique is not meant to be praise. Nor it's not meant to be comforting or nice. It can be, but it doesn't have to be. And yes, I do know it's a beta. So what? By pointing out what I see as flawed in the beta, that is how the developers know what to work on.
Am I just supposed to only report bugs and not comment on gameplay/mechanics or anything else? Someone here is a fanboy.