6 ways I think this game could improve

I know right? Stop the press, some random internet plebe wants to voice their opinion!

 

 

So, I recently made a thread about how the AI is giving me grief. I think I've gotten to the point where that is no longer a problem and after playing for a bit I have some suggestions for the game that I think could make it a more thorough experience. These just opinions, remember, not an objective fact, so make of them what you will. 

It's pretty long (I just realised this after typing it), but i say it all from a place of love. I like this game. I want it to succeed. These are some of the ways I think it could be improved:

 

1) More diplomatic options

At the moment I feel like the demands we can make of others is limited. In my most recent game I was busy giving the Yor Collective the collective curbstomp they deserve in one half of the galaxy, while in the other half (where the seat of my empire resides), I was nervously watching as ships from two of my allies were clogging up my influence and parking near my planets and starbases.

Now, if I put my ships in their influence I pretty quickly get a message politely telling me to go away.

But do I have the same option to tell them that?

Not as far as I can tell. 

As far as I can tell I can only grin and bear it as dozens of potentially-enemy war vessels just start arranging themselves in my territory, and I can't do anything about it. I don't have an option to tell the faction to pull their ships out of my influence. 

If I did have that option then that would be fine - they might listen to me or not depending on how close they are to me and/or the differences in our respective military powers. That's good. That adds depth. It could also be used as a method of intimidation - a potential enemy parking their superior fleet in your territory and then making demands of you and vice versa. 

Furthermore when I become a big empire with huge numbers of highly advanced warships and my zone of influence swallows up minor, independent races, I can't bully them. I can't threaten to bring down the military might of the Pwnzor Empire on their heads and bombard their planet back to the stone age (see below) unless they agree to pay me 200 bc a week. I can't extort them  or anything, I can't use my military power in ways other than fighting wars, which brings me to....

 

2) "Diplomatic Incidents", not Instant War

I hate. Hate. Hate. Hate. Hate. Hate the mechanic that if you attack a ship you have immediately declared war on the entire faction to whom that ship belongs. I hate it in Civilisation games I hate it in this game.

I understand the motivation behind it, but instead of it being used as a narrative or tactical tool, it's just an over simplified mechanic.

In the above scenario I outlined how the AI just parks their ships across my territory and I can't do anything about it, even if I don't have an Open Boarders treaty with them. If I had the ability to tell them to bugger off, only for them to say No, then I could attack their ships. As they're in my territory AND I've asked them to leave, attacking them doesn't immediately start a war - it creates a diplomatic incident. The faction becomes incensed that I'd shoot at them, but will get the point and pull their ships out of my territory (in essence I called their bluff). Or they'll escalate it and declare war on me, incurring a diplomatic penalty with all other factions in the game because they look like bullies (or bonus with the Drenign/Yor etc).

This could be used as a really valuable tool and it could make technologies much more valuable. 

So far I've never used the Signal Jammer (or whatever its called) technology. Never seen the need for it when I can just brute-force my way over enemies (which is quite satisfying, I might add). 

Buuuut, if my fleet has a Signal Jammer in it and I order that fleet to attack another factions ship in neutral territory, then the Signal Jammer stops that ship from alerting the faction as to who killed them. Therefore the faction loses the ship, questions you about it, but has nothing else to go on. But if you're the only faction that uses Kinetic weapons and they investigate the site of their ships destruction and find it was destroyed by Kinetic weapons, well you gain a diplomatic penalty with them as they think you're attacking their ships but they don't have enough evidence to out-right declare war against you. 

Maybe an enemy of yours is the only faction to use Missile Weapons. You really want to drag your ally into your war with them, so you build some ships with Signal Jammers and missile weapons (taking the time to research them), and you attack your allies ship. They don't know who did it at first so you go blameless, then they investigate and find out it was destroyed by missile weapons - they declare war on your enemy and join the war on your side. You then receive Malevolent points for being such a manipulative bastard.

But maybe if they've got Spies/Operatives in your territory, they learn it was you all along!

Do you see? Do you see where I'm going with this?

You could go one step further and have an option for your ships to "deliberately miss" when going into battle. Maybe another faction is clogging up your territory, so you send a Huge battleship in, tell them to deliberately miss, and get them to take pot-shots at a smaller group of ships. You then use diplomacy to tell the other faction to clear off, otherwise next time your gunners will be more accurate. Intimidated by your military score, the other faction relents and pulls their ships out. You then get Pragmatic points.

Or maybe you encounter a rival factions ships out in neutral territory, so you order your ships to "hurt them but don't destroy them", which (depending on different in military score) might serve to intimidate the other faction.

See what I mean? This could be used as a real tactical and diplomatic tool depending on how you use it and what type of empire you're going for. 

Even as a simple brute bully. I bring along my Invictus-class warships, heavy battlecruisers with drones, death rays, massive shielding, super fast, the works, and threaten the minor race of ET rip offs to hand over Xeno Entertainment or I'll bomb their planet and dance on the ashes...nope, sorry, I can only declare war and then proceed to stare at their planet until I get transports up there to invade it.

 

Which brings me to my third point...

 

3) Don't make it all or nothing with space battles.

My ships can't retreat from battle.

...er, what?

Yup. Maybe I'm missing something, but so far I have no option to retreat from battle. I once had one of my super-fast spy-ships (movement 50) got attacked by an enemy fleet of fatasses with 5 move. They destroyed it, of course, because I couldn't retreat. I couldn't put that 50 move to use and have the ship speed off - it was in a battle, therefore it was dead. 

Expand this to other encounters, and space battles always, always, always result with the complete destruction of one fleet. All of them die. There is no retreat. There is no surrender. There is no escape. Just death. 

Maybe if something like a "hyperdrive suppressor" technology was available where you could equip ships with a gravity well that'd stop enemy ships from running away I'd believe it. But at the moment that none of your ships can ever retreat from a battle or emerge damaged and bruised but not dead (if their side lost) is very strange. That all ships fight to the death is very weird to me. 

That you can't take a chance to try and run away when an enemy forces a fight onto you is also weird. I don't want my scouts dying but they always wander into unknown territory and get set upon by assholes/pirates, who, because I don't have the option to flee, always blow the shit out of them. 

Once again this limits tactical options. 

Maybe I have ships that are very fast, very heavy with firepower but are rather fragile. So I have the idea to have a few of them run up to an enemy fleet, engage it for a bit and destroy a couple of ships but then run away. My strategy involves slowly whittling the enemy down until finishing them off. But god help me if they bring along a you-can't-retreat-technology jammer, because then I'm really screwed in a stand up fight. 

But that option isn't available. Space Battles are the Thunderdome - two fleets enter, one fleet leaves.

Even the narrative value is lost. Does anyone remember watching Deep Space Nine during the Dominion War? When whole fleets of allied Klingon/Federation ships would get the snot kicked out of them, resulting in images of their damaged, bruised and smoking ships limping back into port after the thrashing they received. It's visually very powerful. I know completely wiping out a fleet is pretty heavy stuff, but the value of that as a narrative and mechanical tool for the game is lost when that's the norm. 

 

4) Shrinking Influence and Conquered Planets

So in my most recent game myself and the Yor Collective were the two superpowers of the galaxy engaged in a Cold War that eventually spilled over into an Open War. Because I'm a human and possess  a few brain cells, I designed and built ships to directly counter the Yors favored armor and weapon type. 

Needless to say I wiped the floor with them. 

Oh it was glorious. Fleet after fleet after fleet of those robotic dumbasses went up in smoke as I carved a swathe through their territory. It was so much fun - the exact kind of meglomaniacal power fantasy I always wanted. The casualties for the Yor were astronomical, while I only lost a handful of ships.

Then I brought in my transport ships to start conquering their planets. This I also did quite well, conquering 5 planets within the space of a few turns. 

And then I lost them all in 1 turn. 

How? They flipped. 

Oh and I lost the 50 billion soldiers I had on that planet. That's the way it works, isn't it? I reduced their population to 0 (a.k.a I genocided their ass), moved in 50 billion of my troops yet somehow they all went to sleep because the planet "flipped" all my transports in orbit died and all 50 billion of my troops died...wtf?

They were still within the zone of Influence that the Yor had. Despite taking 1/4 of their empire from them, the planets I conquered were still surrounded by influence and, because they were recently conquered, their Happiness was abysmally low, they flipped easier than a burger.

So...how the heck am I supposed to conquer their whole empire if I want to?

By this method I'd have to kill all of their ships and build up a HUGE force of transports to stand by near all of their planets, ready to attack and conquer them. Otherwise the zone of influence will still be around and they'll just flip their planets back.

The zone of influence should shrink, damnit, when nearby planets are conquered. It should not continuously grow and remain so until ALL of the factions planets are gone. Furthermore if you reduce an enemies planet population to 0 that should should mean you reduced it to 0 - a.k.a you killed every last one of them. The planet can't flip because now the only breathing things on it are your people - why the hell would they be influenced and join the culture of an enemy whose planets they just invaded and conquered? Recently conquered planets should be immune to flipping.

Speaking of invading planets...

 

5) Planetary Bombardment

So I can only use Tidal Bombardment/Mass Drivers when I'm sending ground troops to invade a planet. 

Er...why?

I've got massive, huge capital ships in orbit armed with death rays - why can't they bomb the shit out of the planet and turn its surface to glass, killing everyone? Then I send in the ground troops to cossack dance their way over our enemies graves.

Again, this is potentially a huge tactical tool that's being over-looked. You can only tidal bombard a planet or something when you're invading it with group troops.

Why?

Imagine you have a neutral faction that you want to force into an alliance or to give you money or technology or something. You bring your ships over, park them near their planets, your huge, massive ships bristling with weapons, and you threaten the other faction that if you don't get what you want you'll reduce their planet to slag. The planet itself will be intact, but it'll lose tiles and big chunks of the population each bombardment. 

This makes ships scarier as I've been in games before where I've had faction ships that I'm at war with waltzing through my territory and I didn't care. I didn't have any starbases/shipyards for them to blow up so they couldn't do anything to me. All that this huge fleet of warships armed with devastating weaponry could do was stare at my planet and shake their fists at it. 

But I'd be a lot more scared of them if they came along and did a planetary bombardment - destroying buildings, wiping tiles off the map and killing billions of people.

Oh yes, I'd be scared of them then. They pose a massive threat if they get inside my territory rather than just a minor inconvenience until my own ships arrive to give them a sound trashing.

Maybe this isn't even an enemy. Maybe I had a planet that rebelled against me (I don't know why they would as I'm such a kind, generous leader...) so I send a few ships along to turn the surface to glass, killing everyone and getting a Morale boost because I made an example of them to the rest of my empire (and huge malevolent points to boot) as everyone decides to get in line. And maybe other civilisations hear of this and unless they're malevolent ideology they're aghast and/or intimidated at what I did to my own people and I now get diplomatic penalties/bonuses with them depending on different in military power.

Again, another tactical element is lost. You could build fast, heavy hitting ships designed specifically to dart into enemy territories and planetary bombard their production-based planets, crippling their production base unless they protect it and forcing them to re-direct ships to their planets for defense. It also makes the "have ships in orbit defending" more valuable than the laughably easy speed-bumbs they are now when your space ship gang of ass-pounders comes along looking for rectums to wreck.

 

6) Have casualties in War actually mean something. 

So, to use my Yor collective war example (or, as I called them, the Yor Wars which sounds like a crappy hipster douchebag band), I decimated their military. I took their power down by 2 to 3 thousand all at the loss of only a handful of my ships in the process. 

My population should LOVE that. Here we are, at war with these ghastly machines that want to exterminate us, and our boys and girls in the fleet have absolutely handed their metal asses to them. People should love hearing about our victories on the front lines, while our propaganda arm should be minimalising/erasing news of any defeats we have. 

Likewise, for the enemy, it should be super disheartening to watch your huge fleet get humbled by an enemy. Losing millions and billions of your soldiers, hundreds of your ships, should really knock around the morale of your empire.

That is, of course, unless you research technologies or take on Malevolent/Benevolent/Pragmatic points creating propaganda arms that brainwash people. 

But to use another example, I was in a game where the Krynn were the monsters of the galaxy. I had 500 power, they had 5000. But I designed my ships to counter theirs. And so in the corner of my empire where the Krynn were invading through, I was locked in perpetual war with them. They had the massive production base and lots of ships, while I had the better quality ships that killed lots of theirs before succumbing to the sheer numbers. 

It was perpetual war. 

Did anyone care?

Nope.

My people didn't care (when morale should be boosted that we're standing up to and holding out against the bully and massive power of the galaxy). And the Krynn's didn't care despite their invasion not getting anywhere, their resources getting drained on building more ships to replace the ones they were constantly losing, and their people not giving a fig that millions of them had died for no results. 

In short, my only chance to force the Krynn into a peace accord would be to make it too costly for them to continue the war. Now this is certainly what was happening (I was watching their power go down while mine was going up, slowly but surely). But because the AI is an emotionless machine that see's no problem sending wave after wave after wave of their own people at me to die, "peace accord" was met with "You must be joking".

To add to this, big battles should result in big changes. Or have a chance.

If you can pull off a victory against an enemy in which one of their largest fleets get crushed, they should be much more willing to broker a peace...particularly if now their planets aren't as protected against yours coming along and turning them to slag via planetary bombardment (see above) - something you can threaten the with unless they agree to a peace treaty (see above for expanded diplomatic options).

Maybe you pull off that awesome big victory. You tell the enemy faction to give you Peace otherwise you'll bomb their planets. They refuse. So you turn on of their planets to slag, killing everyone on it. You tell them again to give you Peace, they refuse. So you do it again. You tell them to give you Peace, and this time they relent.

See what I mean? There's a lot of potential tactical use here that I don't think is being exploited. Or maybe it is but it hasn't manifested in the game yet because it's still being worked on.

 

 

 Edit: So I thought of another thing to add to this list. It's only small though:

 

7) Patrol command

There should be a command that you can give to your ships that tells them to move back and forth between two designated hexes. Essentially they are patrolling. This would be so incredibly useful to have fast, high sensor range ships constantly patroling the boarders of your empire on alert for any intruders.

 

 

92,110 views 27 replies
Reply #1 Top

Agreed on all counts.

Reply #2 Top

Does make it seem a little two-dimensional, doesn't it?

 

I find myself getting to the point of guaranteed win, and losing interest.

 

Too much like work mopping up the galaxy.

Reply #3 Top

Agree 100% x 100!!  These ideas would make the game soooo much more interesting, immersive, and challenging.  I would like to suggest three other ideas that fit within the theme of the OP...

1) Being able to claim areas outside your influence in the name of your empire.  For example, I happen upon a sweet cat 16 planet or important strategic resource... but I don't have a ready colonizer or constructor... I can claim the planet or resource in the name of my empire and declare it off limits to all other factions.  Other factions can of course choose to respect or not respect the declaration based on many of the considerations mentioned by the OP. 

2) being able to mark areas as "No Go" zones so when I do stumble upon a monster or pirate stronghold, I can mark the area and not worry about my autonomous ships wondering through... until I'm ready to deal with the threat of course

3) In regard to the OP's concern regarding occupied planets flipping - there should be a game mechanism that uses size of occupational forces compared to conquered population to determine likely hood of planet flipping.  This mechanism does not have to be linear in effect either -  for example, some conquered planets may be more rebellious than others and require considerably more resources to control.

 

Two additional ideas of my own, not necessarily in line with the OP's theme:

1) Some sort of espionage system

2) Fleet admirals and invasion/occupation generals

 

Loving the game though and find myself in that "just one more game turn" frame of mind that I haven't felt with other games!!

 

Reply #4 Top

Quoting CMDCM, reply 3

1) Some sort of espionage system

I have yet to encounter an espionage system that I actually found enjoyable in any video game I've ever played. The best are the ones that I can ignore without any real issues, the rest are irritating or sometimes infuriating to varying degrees. Pay virtual money to get a coinflip between "nothing happens," "you failed and lost something," "you failed and ticked off your neighbor," "you succeeded and ticked off your neighbor," and maybe "you succeeded and your neighbor's a clueless idiot." What fun! What excitement! Oh, and don't worry, the computer can do exactly the same to you, and most systems more or less don't allow you to do anything at all to counter it, and when they do allow you do to something to counter it, it's usually "pay even more virtual money to reduce the success rate of hostile espionage actions." Whoopee! Just what I needed! Virtual slot machines, except usually without even the minor redeeming features of real slot machines!


3) Don't make it all or nothing with space battles.

My ships can't retreat from battle.

There are very good reasons to not permit ships to retreat. You think cleanup is a pain now? Just wait till you have to engage a ship with 50 movement 51 times in one turn to kill it. Oh, and you have to do that for every. Single. Ship. that the computer built.

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Reply #5 Top

1. This is scheduled for 1.5. Check the road-map thread.

3. NO, NO and NO! The experience I had in Endless Space of having 8 of the AI's fleets attacking me in one turn and all retreating makes me opposed to any retreat mechanic. Also what joeball123 said.

4. Target their planets that generate the most influence first and make sure to destroy any influence starbases they might have nearby. It is odd they flipped after 1 turn, it usually takes 10. Also population affects morale, so those 50 billion soldiers you had on one planet were making it flip faster. And why would you even station that many on one planet? Also consider building some influence starbases of your own around newly captured colonies.

Reply #6 Top

Quoting Rhonin_the_wizard, reply 5

It is odd they flipped after 1 turn, it usually takes 10.

Typically true but i hve flipped and had my newly conquered planets flip in one turn.  It will show >10x influence and there is nothing you can do about in in time.  The trick as you point out is to take out surrounding, high inf planets/C starbases.  If i see a class 16 that i want, i invade nearby low class ones and blow them up.

Reply #7 Top

Considering the pandora box that would open if you could retreat from battles, I would argue that it isn't worth it. If you keep an eye on your ships, you already can use superior movement to avoid battles. Maybe there should be some alarm if a ship detects enemy units so you can alter it's course.

As for the influence problem after invading: I just invaded a planet deep within the enemy and guess what - the whole area turned to my influence zone. So no, I don't think that part needs to change, you just need to change your tactics.

The point "Being able to claim areas outside your influence in the name of your empire." brought up by CMDCM ... so of course everyone claims everything they see. What's the point?

The other points I can agree with.

Reply #8 Top

/signed. 

 

Love this list. 

Reply #9 Top

The idea of retreat, as joeball123 says, would be an absolute PITA unless there was a mechanic by which you could only retreat from a battle situation before you took a certain amount of damage (10%, say). The game makes it so that any enemy that attacks you - and you attacking any enemy - takes out your navigation etc first, so that yep, you can fire your guns and stuff but you can't maneuver to actually shoot too accurately.

Agree with No 2, especially. Really looking forward to 1.5. C'mon December already!

 

 

 

 

Reply #10 Top

You should be able to retreat only those ships with a higher tactical speed than the enemy.

This would give some meaning to thrusters, which ATM are just wasted parts.

Reply #11 Top

Quoting Director, reply 10

which ATM are just wasted parts.

not if used on kenetics (granted not great though)

Reply #12 Top

Quoting joeball123, reply 4

Quoting CMDCM,

1) Some sort of espionage system



I have yet to encounter an espionage system that I actually found enjoyable in any video game I've ever played. The best are the ones that I can ignore without any real issues, the rest are irritating or sometimes infuriating to varying degrees. Pay virtual money to get a coinflip between "nothing happens," "you failed and lost something," "you failed and ticked off your neighbor," "you succeeded and ticked off your neighbor," and maybe "you succeeded and your neighbor's a clueless idiot." What fun! What excitement! Oh, and don't worry, the computer can do exactly the same to you, and most systems more or less don't allow you to do anything at all to counter it, and when they do allow you do to something to counter it, it's usually "pay even more virtual money to reduce the success rate of hostile espionage actions." Whoopee! Just what I needed! Virtual slot machines, except usually without even the minor redeeming features of real slot machines!

3) Don't make it all or nothing with space battles.

My ships can't retreat from battle.



There are very good reasons to not permit ships to retreat. You think cleanup is a pain now? Just wait till you have to engage a ship with 50 movement 51 times in one turn to kill it. Oh, and you have to do that for every. Single. Ship. that the computer built.

 

I agree most espionage systems are too arbitrary and I don't care for the "lets build a spy" idea.  I was thinking more along the lines of investing in a spy network that would be helped or hindered by conditions such as: how well could your race infiltrate another race (physically and socially), how paranoid a target race might be (perhaps what level of benevolence, pragmatism or malevolence a race is).  Results of espionage efforts would be more subtle than other games (such as warnings of fleet concentrations at borders, warning of large scale production of troop ships. etc.) but would still provide another level of strategic consideration.   

Interesting point regarding retreat.  I hadn't considered that.  Of course there could always be a chance % escape attempts would not be successful (based on number of ships in opposing fleets, technology comparisons, racial traits, etc)

 

Reply #13 Top

Thank you all for the responses. I'm glad to see some people like my suggestions and others have offered a good discussion about it!

 

Quoting mrblondini, reply 9

The idea of retreat, as joeball123 says, would be an absolute PITA unless there was a mechanic by which you could only retreat from a battle situation before you took a certain amount of damage (10%, say). The game makes it so that any enemy that attacks you - and you attacking any enemy - takes out your navigation etc first, so that yep, you can fire your guns and stuff but you can't maneuver to actually shoot too accurately.

Agree with No 2, especially. Really looking forward to 1.5. C'mon December already!

 

Quoting joeball123, reply 4

There are very good reasons to not permit ships to retreat. You think cleanup is a pain now? Just wait till you have to engage a ship with 50 movement 51 times in one turn to kill it. Oh, and you have to do that for every. Single. Ship. that the computer built.

Quoting Rhonin_the_wizard, reply 5

1. This is scheduled for 1.5. Check the road-map thread.

3. NO, NO and NO! The experience I had in Endless Space of having 8 of the AI's fleets attacking me in one turn and all retreating makes me opposed to any retreat mechanic. Also what joeball123 said.

4. Target their planets that generate the most influence first and make sure to destroy any influence starbases they might have nearby. It is odd they flipped after 1 turn, it usually takes 10. Also population affects morale, so those 50 billion soldiers you had on one planet were making it flip faster. And why would you even station that many on one planet? Also consider building some influence starbases of your own around newly captured colonies.

 

Quoting Empress_Fujiko, reply 7

Considering the pandora box that would open if you could retreat from battles, I would argue that it isn't worth it. If you keep an eye on your ships, you already can use superior movement to avoid battles. Maybe there should be some alarm if a ship detects enemy units so you can alter it's course.

As for the influence problem after invading: I just invaded a planet deep within the enemy and guess what - the whole area turned to my influence zone. So no, I don't think that part needs to change, you just need to change your tactics.

The point "Being able to claim areas outside your influence in the name of your empire." brought up by CMDCM ... so of course everyone claims everything they see. What's the point?

The other points I can agree with.

 

a) This would make support ships more important rather than the waste of time that they are now. Tired of enemy ships retreating from a battle after taking some damage? Bring along ships with Hyperdrive Suppressors, which prevents enemy ships from being able to Retreat.

Additionally, the retreat mechanic can be tied in to the ships movement/tactical movement. Perhaps retreating costs 10 movement and takes you away by 1 to 3 squares.

 

b) I wish I was having such luck with influence, but so far no dice. I conquered 5 planets within the heart of an enemies influence and the influence area remained the same. The planets flipped soon afterwards. I still think that planets that have been recently conquered should be immune to flipping for X amount of turns because it makes no sense. If there was a few billion remaining population from the previous occupant and I then moved all my military forces off of the planet and continued to the next target, then I could see the valid reason as to how that small remaining population would stage a coup again to retake the planet and flip it. But as it stands it's bizarre and weird. After everyone dies they just seem to rise from the grave, dust themselves off and easily defeat an army of billions that just conquered them easily. It makes no sense to me.

Reply #14 Top

Quoting Whytebio, reply 13

a) This would make support ships more important rather than the waste of time that they are now. Tired of enemy ships retreating from a battle after taking some damage? Bring along ships with Hyperdrive Suppressors, which prevents enemy ships from being able to Retreat.

Additionally, the retreat mechanic can be tied in to the ships movement/tactical movement. Perhaps retreating costs 10 movement and takes you away by 1 to 3 squares.

The current game mechanics make retreat an incredibly awkward thing to allow. It's well within the realm of possibility for only one interception attempt to be possible before a fleet reaches its target, and the game already heavily favors whoever is on the strategic offensive at most stages of the game - how many ungarrisoned starbases have you seen defeat an attacking fleet? How about planets that successfully resist an invasion (discounting planets that are immune to being invaded)? Making it possible for interception attempts (and you will frequently get only one attempt) to fail even if the fleet that made the interception should have been able to defeat the intercepted force had the intercepted force actually stood and fought swings the balance even more into favoring the aggressor. Defenses regenerate fully between battles and there's already a very effective fleet configuration with a handful of extremely high defense tanks supported by large numbers of glass cannons, and being able to retreat from an engagement will only make that configuration even more powerful.

Then there's the issue that if I the player don't want my ships to be intercepted, it's usually within my power to prevent any chance of interception before my ships reach their targets. All it takes is a bit of care with movement orders. I don't think that removing the only real cost to screwing up movement orders, or at least making punishing a screwup require significantly more effort, is that good of an idea, not when being on the strategic offensive is already so heavily favored by the game mechanics. If I screw up and put my invasion transports one tile too close to that enemy fleet, I should lose those transports. I screwed up, either by providing inadequate protection for the transports or by issuing move orders that exposed the transports unnecessarily. Being able to have those transports retreat? There went the cost of that screwup; now it's just the minor irritation of having to sit through another boring session with the battle viewer for as long as it takes for the 'retreat' button to light up.

Beyond that, you have to decide how 'retreating' from an engagement actually works. Ships that win engagements the usual way remain in the tile in which they started the engagement; when one side retreats, does the other side, as you'd expect if said side initiated the engagement, follow? If so, what happens to any other ships which might be on the tile that the retreating fleet vacated? Who pays for moving, how much do they pay to move, and when do they pay to move? Can ships that aren't actually faster than their opponents at the tactical level actually escape if forced into combat, even if they're faster at the strategic level (and remember, a player who's paying attention can already usually prevent ships from being engaged as long as they're at least as fast on the strategic level as the ships which are close enough to potentially attempt to intercept them)? Do fleets retreat from engagements when the engagements are resolved quickly, or is retreat only an option if the player chooses to watch the battle in the battle viewer? Do defenses continue to instantly fully recover between battles? Can I retreat quickly enough that I can fire off a volley or two of missiles, do a bit of damage, and then turn tail before non-missile weapons can cause my ships any harm?

Quoting Director, reply 10

You should be able to retreat only those ships with a higher tactical speed than the enemy.

This would give some meaning to thrusters, which ATM are just wasted parts.

While I agree that thrusters do need a purpose, I'd far sooner see tactical speed have some meaningful impact on hit rates than see the ability to retreat from an engagement enter the game. Also, if the only thing that higher tactical speed really does for you is enable retreat, then ships that are able to retreat are also more likely to need to retreat, as they're the ones that spent the most space on otherwise useless thrusters. They can't win because their opponents spent that space on things that actually provide combat power, they can only delay (possible exception if abusing post-engagement defense regeneration or range advantage is possible).

Reply #15 Top

Quoting joeball123, reply 14


The current game mechanics make retreat an incredibly awkward thing to allow. It's well within the realm of possibility for only one interception attempt to be possible before a fleet reaches its target, and the game already heavily favors whoever is on the strategic offensive at most stages of the game - how many ungarrisoned starbases have you seen defeat an attacking fleet? How about planets that successfully resist an invasion (discounting planets that are immune to being invaded)? Making it possible for interception attempts (and you will frequently get only one attempt) to fail even if the fleet that made the interception should have been able to defeat the intercepted force had the intercepted force actually stood and fought swings the balance even more into favoring the aggressor. Defenses regenerate fully between battles and there's already a very effective fleet configuration with a handful of extremely high defense tanks supported by large numbers of glass cannons, and being able to retreat from an engagement will only make that configuration even more powerful.


Then there's the issue that if I the player don't want my ships to be intercepted, it's usually within my power to prevent any chance of interception before my ships reach their targets. All it takes is a bit of care with movement orders. I don't think that removing the only real cost to screwing up movement orders, or at least making punishing a screwup require significantly more effort, is that good of an idea, not when being on the strategic offensive is already so heavily favored by the game mechanics. If I screw up and put my invasion transports one tile too close to that enemy fleet, I should lose those transports. I screwed up, either by providing inadequate protection for the transports or by issuing move orders that exposed the transports unnecessarily. Being able to have those transports retreat? There went the cost of that screwup; now it's just the minor irritation of having to sit through another boring session with the battle viewer for as long as it takes for the 'retreat' button to light up.

Beyond that, you have to decide how 'retreating' from an engagement actually works. Ships that win engagements the usual way remain in the tile in which they started the engagement; when one side retreats, does the other side, as you'd expect if said side initiated the engagement, follow? If so, what happens to any other ships which might be on the tile that the retreating fleet vacated? Who pays for moving, how much do they pay to move, and when do they pay to move? Can ships that aren't actually faster than their opponents at the tactical level actually escape if forced into combat, even if they're faster at the strategic level (and remember, a player who's paying attention can already usually prevent ships from being engaged as long as they're at least as fast on the strategic level as the ships which are close enough to potentially attempt to intercept them)? Do fleets retreat from engagements when the engagements are resolved quickly, or is retreat only an option if the player chooses to watch the battle in the battle viewer? Do defenses continue to instantly fully recover between battles? Can I retreat quickly enough that I can fire off a volley or two of missiles, do a bit of damage, and then turn tail before non-missile weapons can cause my ships any harm?

 

These type of questions and problems are exactly what game designers are supposed to solve - that's what they're paid for. 

Losing everything in an engagement or winning absolutely is too black and white for my tastes in a strategy game. I should be able to make fast and heavy hitting ships that I can use to harass an enemy but which get curbstomped in a stand-up fight - that adds tactical and strategic depth to the game. It makes it worth it to bring along ships that are fast along with the lumbering giants so that they can pursue ships that try to flee. Having everything just line up and shoot one another until one side dies is like Napoleonic Space Wars except instead of the ability to retreat or fall back every battle is a mass-slaughter. 

Additionally, the ability to retreat (as figured out by the game designers and programmers) improves the value of available technologies. As I mentioned earlier, you could research "hyperdrive suppressors" which, along with signal jamming, actually give you reasons to build ships whose entire purpose is support and whose addition is an invaluable contribution to any fleet to cut off an enemies ability to retreat, reduce the enemy fleets effectiveness in space while boosting the defenses/attacks of your own ships. So not onyl has the game acquired greater tactical and strategic depth but now a greater variety of units and technologies are more desirable instead of the brute force massive ships + as many guns/shields as can fit and/or carrier drones which is what it is now. 

And it's not just that, but being able to order your ships to retreat just makes plain sense. 

Last night I threw a few Tiny and one Small ship at a pirate space yard, banking on their high amount of Kinetic damage and shielding to a) deal enough damage and b) negate the space yards energy weapons and take a few casualties from their missiles/kinetics. 

Instead they all died. I realised this would happen after I watched the first ship get turned to space junk in the first 10 seconds, but instead of hitting the "abort" button and telling the rest of the ships to get the fuck out of there (which a real space commander would do in such a situation when they realised they underestimated their stationary opponent), all I could do is just watch as ships fly around an immobile object, pinging away at it uselessly until they all die as if all the crew were suicidal. 

It's ridiculous.

Reply #16 Top

This game is, as explicitly stated by the devs, not about battle strategy.  It's about civilization-scale strategy.  Offering the kind of tactical control (retreat/hit-and-run/etc) you want has been repeatedly rejected as it would change the focus of the game too much.

You're the emperor, not the admiral.

What we really need is for fleet composition and ship roles to have the kind of impact and strategy that the devs meant for it to have.  I'm sure (or I hope) they're working on ways to make it more meaningful.

Reply #17 Top

I agree on all of this. I thought point 1 was very good but also heavily agree on retreating. I hate how ships can`t retreat in battle. Some have said this would be boring, having to chase down retreating ships. Well I don`t agree. Retreating of ships can be limited, possibly, so they can`t retreat forever. Endless Space has ship retreats and that works just fine. It also makes the Alien look like it actually prizes its life or does not want to to uselessly lose its ships in a no-win battle.  Retreats should definitely be put into the game.

Reply #18 Top

Quoting Seafireliv, reply 17

I agree on all of this. I thought point 1 was very good but also heavily agree on retreating. I hate how ships can`t retreat in battle. Some have said this would be boring, having to chase down retreating ships. Well I don`t agree. Retreating of ships can be limited, possibly, so they can`t retreat forever. Endless Space has ship retreats and that works just fine. It also makes the Alien look like it actually prizes its life or does not want to to uselessly lose its ships in a no-win battle.  Retreats should definitely be put into the game.

Retreating in Endless Space does not work fine. If one of my fleets attacks an enemy fleet and the enemy fleet retreats for the rest of the turn my fleet can not attack any other fleet even if it still has move points left. And again I stress 8 enemy fleets attack in 1 turn, all retreat. And sometimes when an enemy fleet retreated it just disappeared, it was nowhere to be found on the map.

Reply #19 Top

While your argument for bombardment makes sense, it would be very unbalancing. Essentially, the first species to develop long range ships and weapons would permanently dominate the game, making game play linear and formulaic, as there would only be one path to winning.

Reply #20 Top


1) More diplomatic options

 

Agreed, though many are coming in 1.5.
 

2) "Diplomatic Incidents", not Instant War

 

Agreed in principle, but that's a major, fundamental change that probably cannot be just dropped into the game at this stage. Lots of stuff is basically set up to rely on the war on/off state. Being realistic, this just isn't gonna happen.



3) Don't make it all or nothing with space battles.

 

Disagree, for most of the reasons others have listed above. Among other things, the combat portion of the game is pitifully easy to exploit already. Retreats would make it more so, while adding horrendous micromanagement for chasing down ships. For retreating to be incorporated in any reasonable manner, there'd need to be a major rewrite of the whole module... which just isn't going to happen. These things don't exist in a vacuum, even if the game is set in one.
 

4) Shrinking Influence and Conquered Planets

 

This is actually kind of a L2P issue. It's unlikely that all their planets are projecting huge inf. There'll be one or two 'key' planets, which, when taken out, will collapse the whole thing. Identifying and destroying those is pretty much how you knock out an enemy empire. Often, just killing the enemy home planet will cause them to lose 50% of their influence bubble immediately. 


 

5) Planetary Bombardment

 

Agreed; I know this is meant to slow down warfare early on, but frankly it's ridiculous and leads to situations where you have one side completely dominating it'[s opponent but unable to do anything about it because they can't build big transport ships... despite building colony ships that are also basically big transport ships.

 

6) Have casualties in War actually mean something.

 

They actually already do; there's a hidden stat called 'war endurance' which is directly affected by these things. It'd be nice to see this stat come out of the shadows and have some more impact, though.

 

7) Patrol command

 

Yeah, this would be nice.

 

Oh, and one other thing -

 

These type of questions and problems are exactly what game designers are supposed to solve - that's what they're paid for.


Um, no. You don't show up with a list of demands and then when someone points out flaws or problems say 'oh, yes, well, that's the designer's job'. The designers are paid to design a game, a closed and complete mathematical system. They have done. You want changes to be made to that design. You are usurping the designer's role by asking for the changes, and then abdicating that responsibility the moment there's implementation problems to be solved. Well, in that case it goes back to the designers, who can quite rightly point out that they already solved these problems by not implementing the features in the first place

 

Suggesting stuff is cool, and some good ideas often come out of it, but you need to be able to argue the case as to why it's superior and the problems it causes aren't insurmountable. Saying 'oh, someone else will find a way round that, I'm a big picture kind of guy' doesn't really cut it. Joe (and several others) raised quite a few major problems with implementing retreating; if you want to see retreating added you need to be able to offer solutions to those problems rather than just dumping the details of making it work on someone else's door - especially if those guys already concluded it wouldn't work and so didn't implement it.

Reply #21 Top

I didn't "demand" anything. I made a list of ways I think the game could be improved. In this case the designers are inifinitely more familiar with both the gameplay and the mechanics at work behind the scenes than I am.

How does me being unable to devise a water-tight solution invalidate the idea?

Reply #22 Top

Quoting Whytebio, reply 21

I didn't "demand" anything. I made a list of ways I think the game could be improved. In this case the designers are inifinitely more familiar with both the gameplay and the mechanics at work behind the scenes than I am.

How does me being unable to devise a water-tight solution invalidate the idea?

 

It`s the knee-jerk reaction you`ll get from some who will do everything they can to prevent you from putting forth good ideas. Ignore them and focus on the guys that matter- the Devs.

Generally, they have no idea what the Devs can do so can`t speak for them.

Your ideas are good.

Reply #23 Top

Quoting Whytebio, reply 21

I didn't "demand" anything. I made a list of ways I think the game could be improved. In this case the designers are inifinitely more familiar with both the gameplay and the mechanics at work behind the scenes than I am.

How does me being unable to devise a water-tight solution invalidate the idea?

 

See, that's just unconvincing. You're making a suggestion, and then in the same sentence disavowing your own qualifications to make that suggestion. It makes your point much easier to dismiss if your back up for it is 'hey, don't ask me how it would work, it'd just be awesome if it did'.

 

It's not like the devs could've included retreating but forgot. They consciously decided not to put it in. Of course, they also consciously decided on several other things that turned out to be bad ideas, and have shown evidence of being willing to go back and change things... but they need to be convinced that it would work. You aren't going to achieve that by telling them that you have no idea how to make this balance but it'd be really cool if they went away and thought really, really hard about something they'd already decided probably wouldn't fit.

 

Follow through on the suggestion. If it's watertight, awesome. If not, then we look at the holes and think about how it can be improved until it is watertight. Enough people dislike the idea of retreats for it to be easier to just ignore than actually attempt to do well. So tell us why you think it can be done well.

 

Quoting Seafireliv, reply 22

It`s the knee-jerk reaction you`ll get from some who will do everything they can to prevent you from putting forth good ideas. Ignore them and focus on the guys that matter- the Devs.


Generally, they have no idea what the Devs can do so can`t speak for them.

Your ideas are good.

 

Yes, I usually agree with more than half the suggestions someone puts forward when I'm trying to discourage them from suggesting stuff. It lulls them into a false sense of security so that they can be trapped in a mutually unacceptable compromise later.

Reply #24 Top


See, that's just unconvincing. You're making a suggestion, and then in the same sentence disavowing your own qualifications to make that suggestion. It makes your point much easier to dismiss if your back up for it is 'hey, don't ask me how it would work, it'd just be awesome if it did'.

 

No, I'm disavowing my qualifications to implement a suggestion in a way that makes the majority happy with its inclusion because I lack the expertise to do so. I know my limitations. Absence of that expertise does not take away my ability to see where things could improve. I think a house would be fantastic on a block of land. Do I know how to build it? Nope. Well, therefore I'm wrong.


 

It's not like the devs could've included retreating but forgot.

Maybe they did? Maybe they thought something wasn't needed but then significant player feedback informed them that it was. Perhaps they didn't think of it. Perhaps they didn't think it important until said feedback. Perhaps they didn't have the time. Perhaps they were unsure if people would like it. Perhaps they just didn't think of it. Perhaps, perhaps, perhaps. There are multitudinous reasons why they might not have implemented these features. 

 

They consciously decided not to put it in.

 

I'm sorry, but you don't know that. At least I don't think you do, unless you are yourself a developer and have sat in at their meetings. Things that might seem obvious in hindsight can often be over-looked at the time. 

 

Of course, they also consciously decided on several other things that turned out to be bad ideas, and have shown evidence of being willing to go back and change things... but they need to be convinced that it would work. You aren't going to achieve that by telling them that you have no idea how to make this balance but it'd be really cool if they went away and thought really, really hard about something they'd already decided probably wouldn't fit.

 

I'm under no illusion that I'm going to change this game one iota, but I felt the desire to express the ways in which I think the game could be improved and, going by feedback in this thread (including your own), a lot of my proposals have been met well. Once again, my inability to deliver a method of execution due to lack of expertise does not invalidate the idea itself.

 

Follow through on the suggestion. If it's watertight, awesome. If not, then we look at the holes and think about how it can be improved until it is watertight. Enough people dislike the idea of retreats for it to be easier to just ignore than actually attempt to do well. So tell us why you think it can be done well.

 

I've already contributed by getting the ball rolling on the discussion, as I lack both the insight and expertise to come up with a way it could be implemented doesn't mean that other people don't. Perhaps someone else see's that suggestion, likes it, and does possess the know-how to make it reality. 

Again, my inability to come up with a mechanical solution doesn't invalidate the idea. It's an idea that's been the most controversial, and not everyone is behind it, but a significant enough are so I think it's worth considering.

 


"It`s the knee-jerk reaction you`ll get from some who will do everything they can to prevent you from putting forth good ideas. Ignore them and focus on the guys that matter- the Devs.


Generally, they have no idea what the Devs can do so can`t speak for them.

Your ideas are good."
 
 
Thank you sir.
Reply #25 Top

Great post. Nasselus nailed it succinctly for me. 

 

  • No retreats, keep as is.

 

On the note about Jammers. They are VERY effective. They simply make your opponent MISS and if you stack the modules along with the Thalan exclusive tech, the enemy misses alot! I always work towards them and use command ships to escort my battleships. 

 

  • I would like it if War was not always triggered if we destroyed another ship, HOWEVER that also means you can (and will) have MANY of your ships being lost to any ai who happens to want to kill you, knowing it does not provoke war.
  • Perhaps a cumulative diplomo penalty that triggers war after say 3 or 4 successive ships destroyed each within 1 or 2 turns triggers war. This penalty goes away after 5 turns (one set of penalties at a time). 
  • Lets bring Pirates in as a 'special' faction, one that is neither a UP voter but can be given intercept or raider missions commissioned by ai or players to destroy or pillage trade routes. Pillaging of trade routes is IMPOSSIBLE to prevent unless you find and destroy the pirate factions planet or star base. You would get a per turn notification that 'trade route to Altarians is being pillaged by Nova Star Raiders' and you lose both credits and respect/influence while its happening. Now you can kill the route but also take a hit (diplomatically)  as you are too wussy to deal with the problem. 
  • I would like diplomacy that is not always we hate you until we attack you. How about we dislike you and your prices for trade go up. We wont trade techs till you do x, y or z to raise your standing with us. Something with a bit more choices and more Stardock/Gal Civ flavor texts...

 

Lots of good ideas!