Combats and Bigger ships size

I'm a long time player on strategy games, and have played for long on GalCiv III before.

I've gone through a couple of long game with GalCiv IV and I saw some issues to be fixed / improved:

- Bigger ships simply didnt work effectively. Normaly in those kind of games you "rush" for better tech and bigger size ships and when you couldì, you have an edge in combat. Here it simply doesnt work.

I'm posting an example below: I have a carrier and a dreadnought and they loose badly against a bunch of smaller ships (way easier to be built and discovered). This is consistent and happen frequently. It could also be exploited but, frequently, mid-range AI go for many smaller ships rather than for going on the bigger one.

- Sensor could not be developed yet, and you have fleets with only 2 sensors range, which I find weird, and additional modules does not make a lot of sense (just the repair, or the carrier, but they didnt make a difference really). 

- Terror stars need to be made more "clear" in its deployment and management, and they also need to be effective at space combat.

The game is indeed an improvement, but needs to be finalized. Have a good day!

1,753 views 3 replies
Reply #1 Top

I'm making some more tests and it appears to be tied to the calculation of the combat rating which doesnt work very well on big ships.

Reply #2 Top

Thank you for the insight and feedback! Could I ask you to expand on how you'd like terror stars to be made more clear?

Reply #3 Top

Terror Stars currently seem to have limited utility and can even be detrimental in certain gameplay scenarios:

 

Functionality: They can obliterate a star system, but they don't affect fleets or key structures such as Starbases and Shipyards.

Diplomacy: Deploying a Terror Star greatly hampers diplomatic efforts, essentially erasing any diplomatic gameplay.

User Interface: Their application isn't intuitive. It might appear that they can target individual planets, starbases, or engage fleets.

Improvement Suggestions:

User Experience:

Clarity: Clearly highlight the capabilities and repercussions of using Terror Stars.

Simplification: Streamline the usage. Allow players to select a target (e.g., "Iconia") and the Terror Star should automatically indicate the time required and initiate its course.

Game Mechanics:

Versatility: Allow Terror Stars to target Starbases and individual planets. It should be an option to target a single planet instead of an entire star system.

Diplomatic Dynamics: Introduce a deterrence mechanism. If one player possesses a Terror Star and another doesn’t, the latter should be hesitant about declaring war.

Interaction with Fleets: Rework how Terror Stars engage with fleets to make combat scenarios more engaging.