Special powers for ships

It would be cool to have a special slot in ship design menu for special powers/weapons. You could use them on your main "exploration" screen. For example you can have such weapons as black hole generators, space mines, plasma jets, invincibility, invisibility, super-nova cannons, long range missiles, tractor beams, teleportation etc. Such abilities would create some effect on the main screen that will aid you in ship-to-ship combat. The combat will become more tactical and fun to play.
20,122 views 15 replies
Reply #1 Top
actor beam modules increase this chance.

- teleportation: a module that allows a defeated ship to escape 25% of the time before being destroyed. Teleports the ship 12 squares away.

Paul.
Reply #2 Top
Nations is a RTS done by Civilization developers, but it DOES manage invisibility. And it brings action and fun, but it may not be so easy for GalCiv.
Reply #3 Top
the visibility of enemy ships increases.

I think this would be a better, more logical addition to the game.
Reply #4 Top
be detected only if in the neighbour square) could be interesting.
Things like black hole generators could be used to provide streaming damage in fleet combat, but would need tactical battles to be interesting, and tactical battles are out.
Reply #5 Top
There was some kind of "cloaking" ability in GC1 but IIRC it was not really implemented. I'd love to see some of the special modules you described. I agree with Solitair : all special abilities should be automatically applied all the time.
Reply #6 Top
soon as you make the benifit a matter of who can click the button the fastest, the computer will win every time 

Reply #7 Top
will ensure that a number of mouse clicks will not be increased beyond the number for normal attack action.
Reply #8 Top
id, minefield, etc...). The constructor would then be used up building that module, minefield or whatever.

Would be a simple solution to the issue.

Paul.
Reply #9 Top
or anything, but constructors are a huge pain in mid and late game. This would fix that, and allow for simple space map tile enhancing.
Reply #10 Top
ay "they automatically are routed and build what you specified." Well, I'd rather control the way constructors move in order to be able to defend them and to decide which one goes where.
Reply #11 Top
* difficult to teach the AI to handle them well. In MoO1 and MoO2 (both of which had many special systems), it was very easy to build ships based on special systems that the AI just couldn't cope with.
Reply #12 Top
ing of modules(cost and production required). The computer then builds the required constructors and sends them to those starbases as required.

Paul
Reply #13 Top
mines"), and mines of increasing power and/or range (due to more powerful modules). These "mine field bases" could make a powerful defense line if used correctly.

But again, making these ideas up is easy. Teaching the AI is the hard part.
Reply #14 Top
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Just some thoughts...
Reply #15 Top
im in favor of as many modules as you can think of "shields up, weapons online....... not equipped with shields? well then buckle up!"