Transports / Combat Transports

In GC / Altarian Prophecy I found it a pain to have to wait until a transport was built or just buy one to have it lost when I take over a planet.. I could see it making sense to lose the ship if you fail to take over the planet but what happens to it if you do take over the planet? Where does that ship go? Is it going to be the same case in GC2. Just a really really minor sort of suggestion. I can't really see how it'd effect the game much.
45,343 views 27 replies
Reply #1 Top
GC1, only those transports needed to win the battel were used up.

Paul.
Reply #2 Top
ld take time to build which would mean that that ship could not invade - conquer & move off in a single turn.
Reply #3 Top
is the tax payers you have to convert to cannon fodd... errrr... soldiers. Usually I have my low morale planets build the combat transports...
Reply #4 Top
an take a dozen combat transports. For balance issues, the Black Class Combat Transport doesn't show up until you get Overlord technology, and it is expensive, but you should only need one or two to invade a 100bil population planet.
Reply #5 Top
or, again, as Nico56 did allow for a larger transport once you research a particular tech.
Reply #6 Top
military build rate, lower experience.

Paul.
Reply #11 Top
the combat transport defence rating since is ways too high. Even a battleship gets a lot of pain from them.

What do you think?
Reply #12 Top
gining.
Reply #13 Top
that many excess troops, so when the transport leaves the troop level on the planet is still at x%. This way there is no micromanagement or delay in troop levels.

paul.
Reply #14 Top
Even a battleship gets a lot of pain from them.
I don't think they should have any guns at all. It should be that you need to send other ships along with it to protect it until invasion time.
Reply #15 Top
a troop and/or settler carrier, if you've developped the corresponding technology and if you're ready to pay the price for such a huge and complex ship.
Reply #16 Top
ce, with additional room for combat transports. Or colony ships can attack unless the opponent built social project XXX on planet.
Reply #17 Top
art to invade).
Reply #18 Top
assDriver etc and pay the price 3 times or get the same result with the ships fleeted and pay the price only once. This is poor design. Having the tactics cost depend on the personnel used would alleviate that.
Reply #19 Top
n that is your decision. But seperating out the two is good for generating more interesting game-play. More fun, jah?
Reply #20 Top
strategy in GC only kicks in AFTER the colonization rush, because noone can fight during the rush. I think my proposal would let have more strategy, earlier.
Reply #21 Top
ys be used to increase population on another planet. So it isn't completly useless.

Reply #22 Top
defense buildings add x5, advanced missile bases add x10). The choice of using tiles on the planet to increase defense instead of food, research or production is then up to the player.

Paul.
Reply #23 Top
economic technologies, build up my military to invade others' planets, create a starbase network, colonize as fast as possible, explore to find the best planets, improve my home worlds, etc...
Reply #24 Top
n invade everything in range.
Reply #25 Top
Solitair, I like your suggestion. It's simple and elegant.