Propagation of pirates and 1 action per turn mechanic + XP per kill

It's a bit tedious as it is, once you hit 200+ turns the game takes a while to process a turn and there's lots to do per turn, so cleaning up 50 odd enemies in a cluster is really tedious and basically revolves around having a tonne of ships in an area swarm the enemy, and even with modded mass / faster ships it's a chore because they can only do one kill per turn (2 if you include the missile). But it wouldn't be a chore if you gained XP properly,  I'm constantly upgrading survey ships but i haven't upgraded a single warrior ship yet. Maybe increase the XP for kills to make whackamole feel like more of an experience and for later game when you come across absolutely insane numbers of flying dragon ships perhaps a multi-action upgrade that costs 10 Antimatter or something huge, and maybe no max number of those, so you could have a 5 ship alpha cleanup crew go trash the baddies.  I think resource costs are a good place to contain your game throttling rather than spreading it thin, it gives a side goal, to secure more of a particular resource.

2,828 views 4 replies
Reply #1 Top

Yeah, as I mentioned in another thread, I think that hostile entities should eventually form fleets instead of spamming the map with units. That would keep them a bit more of threat, and less annoying to deal with at the same time.

Reply #2 Top

Agree that pirates should start forming fleets early.  More threatening, easier to deal with time wise - so it's a win-win.

Reply #3 Top

The one action per turn makes things very tedious.  In GC2 (maybe all previous versions, actually) a battle was one of your moves. You could attack multiple enemies in the same turn if your health remained high enough. If you had 10 moves, and the enemy was 2 moves away, you could attack it using 3 moves--2 moves + 1 for the combat. After the combat, you had 7 moves left.  I really wish they would bring this back.

Reply #4 Top

I get that they're big on throttling expansionism in this game, there are just cooler ways to do it than just nerfing moves or limiting actions.  Just make actions COST in a non binary way, sort of like making it cost $5 for a bullet :P  so those with the means can expend energy in various ways to achieve an outcome. Got an abundance of Thulium?  use 1 thulium to take another action. etc. Locking it to binary gates brings the tedium.