Cikomyr

Cikomyr

Joined Member # 2129601
64 Posts 1,181 Replies 21,060 Reputation

[quote who="RonLugge" reply="23" id="3407805"] Quoting Cikomyr, reply 21 Yhea, sure. Ignore entirely all my other propositions and just focus on the fact that I propose "carrier" as one of the ship class. Given that carriers are central to your proposed design, that's not too unreasonable.[/quote] Except that my proposed design merely a representation of my core ideas, which are: 1- Smaller

43 Replies 160,627 Views

I'd rather we see a naturally grown empire rather than a game of pure reach-and-grab. Having a strong and logically built empire should be preferrable to a colonisation system that expanded too far and too wide. Better a few key well developped worlds than a multitude of underdevelopped colonies.

52 Replies 93,495 Views

Hi there! One aspect of GalCiv II I really loved was the cultural warfare. Quite the passive-aggressive way of gaining territory and making your allies (and cold warriors) sweat without firing a hot. Part of the reason I love the Cultural Diffusion mod for Civilization V; which is so similar to GalCiv2's mechanic. Culture spread faster along rivers, plains and roads; but are stopped by forests, deserts, rivers, hills and mountains. Suddenly, road placement have a very important pe

1 Replies 13,687 Views

[quote who="Replicators" reply="10" id="3407161"]Have none of you ever played GC2? GC2's ship builder is miles ahead of SD. All I want from GC3's ship builder is GC2's features + anything else.[/quote] Disagreed. Totally. GC2's ship builder was just plugging modules on holes. Weapon placement, shield placement, etc.. were all purely cosmetic. There was no functionality to the build beyon

15 Replies 45,355 Views

I am not so sure about different bonuses for different species. However, I like you idea about diversifying weapon's properties. For example; Flak Turrets (MD) could only be outfitted on Frigates or bigger ships. But their anti-fighter missile equivalent; SRMS, can be outfitted on a smaller corvette. Each offer different advantages. So your fleet composition and shape may be influenced by your weapon research focus. You add diversity based on

43 Replies 160,627 Views

[quote who="Zydor" reply="34" id="3406245"] There is a bottom line to all this - do you trust Brad or not? Me? every time. Were there issues in the past, for sure, a couple, so whats new, its life in the Gaming World. The Massive difference is Brad will pull Heaven and Earth to fix any Major Failures until they perform as designed, and we the Gamers don't get screwed paying more cash for the fix. The Industry has been littered for Decades by Money Driven C

51 Replies 80,359 Views

All right; maybe a rock-paper-cissors type of fleet combat wouldn't be the best way to go. And I agree that miniaturization technology should eventually allow for smaller-scale ship modules; but then you end up with new high-tier supermodules that can only fit on the largest starships. But I did not wanted to decide WHAT the starship missions should be. That should be to the players (and the AI) to decide, design and apply. Obviously, if you want to favour intercept

43 Replies 160,627 Views

[quote who="RonLugge" reply="5" id="3406323"] 3. It is better to ditch an unworkable feature and try something else than endlessly try and tinker it to save it from oblivion. There were a few features early on in Elemental that were 'sounds like a good idea at the time' but totally unworkable. The prime example I remember was sovereign death = game over. A cool idea but a gameplay killer as who wants to risk a game-over in something you've played 20 hours on, espe

11 Replies 36,444 Views

[quote who="RonLugge" reply="8" id="3406319"] Re: carriers Why? Why on earth would you build carriers in space? The concept makes sense for a wet-navy because airplanes maneuver in a different medium than ships. It makes no sense in a space-navy because all your vessels are operating in the same medium, subject to the same physical limitations. Answer: because it's awesome, so find an excuse! Fine, fine...

15 Replies 45,355 Views

I liked SotS's randomized Tech Tree, and randomized research time. Made each game unique, you could not follow a pre-determined research path. The only thing I disliked was that once you didn't rolled a certain tech, you could never get it. Would be nice if you could invest research in finding new pathways in the Tech Tree.

121 Replies 379,393 Views

A single constructor should be needed to startup the starbase. Once it's been initiated, we should simply have it build by planetary production, with a penalty linked to the distance between planet and starbase.

86 Replies 319,886 Views

[quote who="yarodin" reply="1" id="3406121"] I'm absolutly in favor of diversified ship types! But all you need then is some game mechanics to make sure your vessels behave like their role demands. A carrier consisting of nothing but fighter bays and maybe some flak guns has no business in the first attack wave. Its fighters, yes. But the fighters needs a base to retrun to when the battle is over. Same for the other classes.[/quote] Well, this idea

43 Replies 160,627 Views

Well, SotS had an elegant system to limit the spread of colonization. Obviously, "paradise worlds" were highly sought-after and grabbed ASAP, but most planets have strings attached to their colonization. Inhospitable worlds are costly to maintain; their harsh condition makes it hard to get an industry running and even harder to develop your population. It's a good way to make sure you limit your initial rush to a few key colonies (again, except if you find DA PARADISE)

52 Replies 93,495 Views

All right. I just loved the cinematic; but something that struct me: the "Crusade Fleet" was composed of a few huge behemot ships and plenty of support vessels around them. Something that rarely happens in my previous GalCiv games; as the game always played with this simple fact: bigger is better. Therefore, you ended up with a fleet of Cruisers at the end. It's not as impressive, in my humble opinion, as a properly constructed (and somewhat realistic) fleet. It&#39

43 Replies 160,627 Views

Path of the Governor should also gain an equivalent to the Adventurer Guild's improvement; getting XP from being stationned in a city. And yes, "Drill Sergeant" would be a cool supplement to the Path of the Governor.

15 Replies 15,892 Views

The Path of the Governor is sadly just counterintuitive. You only get the benefit when you station the hero into a city, but he won't get XP (except maybe with an Adventurer guild) if he is located in said city.

15 Replies 15,892 Views

Let me pick up on your elaborate post by adding that it might be a good idea to have progressive perks. Something you pay extra when you pick it up, and it either increases as the unit levels, or only accessible when you reach a certain level. Might make high-leveled unit (but smallish size) more valuable?

2 Replies 7,977 Views

Hmm.. Have an advanced form of Conclave to be an "Arcane Forge", where you can design and create powerful artifacts. The city then spends an amount of time actually working on it, depending on the power. The upper limit in term of power creation being linked to the # of essence in the city (a 2-essence Arcane Forge would only be able to create Tier 2 magical items). That would introduce a nice sense of balance and playchoice. Do you want to use your high-essence cities for res

10 Replies 9,492 Views

I was wondering if anyone ever felt the desire to have their champions be able to recover from their odeals? While I like the mechanic that impede us whenever a champion falls in battle, the tendency for the AI to focus on always the same guys effectively makes one of your dude the eternal whipping boy, who just gets weaker as he will go. I am not asking for the removal of the mechanic, but maybe a some regeneration spells that remove 1 negative attribute from a Champio

7 Replies 18,470 Views