Starbases could be a pre-requisite for building ships as well. The first planet could start with a starbase.
Tytan
The early game really needs to be fleshed out more. It gets to the midgame(battleship) too quickly. There need to be more techs, and have it cost more to get them. Ship ranges would help alot in slowing the game down early on. It should take a good 50-100 turns to get to battleships.
How about starbases.........several stages of starbases would be useful. A low end starbase would be able to fend off attacks from battleship pretty well. The starbase could increase sensor range of the planet, increase shipbuilding rate, create wormholes(at later stages), sentry a sector with range weapons perhaps...... It would add several more stages of techs in the tree, and especially in the early game that is really needed because people get to battleships wayyy to qui
It's a good point to have some unique abilities that other nations don't have. I think that the different methods of victory have to be given unique things that separate them(ala stars!). But it has to be done without stretching the credibility of the system too far. They have to be things that a larger empire could not reasonably build with its more resources. I would almost say they need a number of things from unique techs, diplomacy options, social projects, even ships in addition to
No its a good idea, some artistic sense of depth would give it that 'deep in space' feel. Another idea is to have some of the stars in the background change color or twinkle. But not too many, just two or three per sector....that would add depth.
I wish there were a few negative events like booby trap explodes damages ship for x hit points. or you do a space version of the barbarians in civ. or they get trapped in a time warp and can't move for x turns, or just vanish and don't return. On the positive side i would like to see the anomalies add unique items or ships that cannot be researched. I would also like to see varying amounts of money for asteroids, and maybe instances where you don't get anything.....
I wish there was a way to do like colonization and pretend you are a pirate....that way you wouldn't really know who was doing it.
I found my notes from earlier: Survey Ships should be 1/3 less expensive to build. A Zoom in and out for the main space map with some sort of adjuster. Make defender, battle cruiser, etc. more valuable in actual combat. Used to be a battle cruiser did fairly well against the enemy. Now its practically useless and you have to head straight for battleship and dreadnought. It would be nice if a stack of 4 or 5 battlecruisers could withstand and defeat at least 1 battle
Ship ranges-just to give me a little brething space. counter offers from opposing civs. more options and depth on the game creation screen. like variants on how to generate the galaxy, trade and up variants etc.... anomalies and floating junk should have two or three more options for each, perhaps even negative ones. perhaps having stack wide bonuses like warlords II might add to the mix. like dreadnoughts bringing +10% on defense to everybody in the fleet.<
How about this: A player would have exclusive control of markets in the beginning(under dictatorship), but as the game progressed he would only be able to duty the trade routes on specific items being traded. It would sort of be like a simcity type of thing where you set the parameters and the value and activity of the trade route grew based on how you maintained it. This would solve the problem of a government sending freighters. The government would send the first frei
There should be a game-wide strategy for the mercantiles. Researching techs would allow them to -have more routes -better espionage -more influence points per each trade route -better shipwide defenses than regular freighters and ships -better sensors -social projects aimed toward economy would generate a greater percentage(like 20% would become 30%). -destablization having a double or triple effect because of routes - But with the current system, the
What if we made the trade route so that it wasn't just planet to planet, but involved multiple stops, like up to 3 with room for more with advanced techs. Then even though the other players only had one, they could really make it pay. To make the mercantiles effective, the mercantile party would start out with 3 routes, and the rest with 1. Mercantiles also would get 50% more from the route than others. That would definitely give them a decided edge in the beginning. They would have
the way I would do it is to have a vertical select box at the top of the planet list screen, bordered right and left with two arrows. The select up and down would select the type of sort, and the right and left arrows would pick civilization. I would sort by quality, by production, by income, by military, by social. that would cover the most of what I would want.
It would be nice to have single button click to sort all the different types of planets that you have found. One sort I would like to see is to be able to see what each planet is working on in social and miliary from the planet list menu.......It would make a huge difference in the gameplay. being able to see who is working on what in a spreadsheet fashion makes all the difference in the world.
pirates, guerrillas, refugees, etc...those sort of third column grey-area type issues would really muck up people's strategies. I mean what if because they were defeated(and had the sympathy of the people), you tied a strong influence point loss or something to attacking them. If they were situated(by the UP) in a strategic place, or on a strategic planet, they could affect the UP vote from a *protected* status. The sympathy of the people would give them great power, even though they
Will there be an option in the planet list window to sort out the developed/undeveloped planets in the star systems I have currently explored. something like a select button that would allow me to sort out the planets that are uncolonized or part of another empire without having to click on each star system on the map.... I figure that is already in the works, but I wanted to mention it. So far a great game..........Adam
You're right.....only having 2 months of beta is not going to get things up to speed in time......and my guess is that the shelf space AFTER christmas is considerably less.......that would mean you could have it on longer...... Personally I think the late winter to early spring or summer area is a better marketing time for people trying to get a break in the market. Most games(with rare exceptions) have an interest time of 3 to 4 months without internet support to keep it interesting.
It's a question of first impressions when it comes out.....and potential reviews in the game magazines.........that seems to have a pretty big influence on the casual gamer.......If it doesn't have a good 'edge' people will shelve the game even if the online additions add the desired quality.....and the online strategy is crucial to the success of the game. On the other hand, post-christmas is when people are paying of christmas bills and that is always an issue too.....the casual gamer may
In the real world we have both 3d and 2d interfaces, and there are obviously places were 2d is more appropriate and 3d is more appropriate. In most strategy, 2d is the more appropriate interface because that is what is used in real life and the one that works the best. Unless the scope of the strategy game is expanded beyond the traditional model, there aren't any uses for it in an effective way.
It's like J.R.R. Tolkien put it....they are things that promote 'secondary belief', the idea that you are in some weird sort of way 'there'. I think 3d engines will not truly show their use in strategy games until they are built around strategy games with the purpose of promoting that 'secondary belief'. I think perhaps that will come into play when the AI's start promoting dealing with real personalities within and without the government.
SE IV isn't somethin I have played so I can't comment. The original stars I am addicted to because of its depth and purity of devotion to true strategy. Especially because it really captures the 'big picture' feel of LEADING and empire rather than just being a excessive micromanager(though there is that in it). As long as it stays true to the intent of the original, but has better graphics, I will be saisfied. MOO3 sounds like it will be a nominal upgrade rather than revoluti
If you could create a map builder, where people could actually place the planets and give them certain values, be able to place the other elements......set up the enemies to have certain starting advantages and weaknesses. I always liked the way Warlords II deluxe added an extra panel for a brief description of the History of the city, and you could place signs all over the place that would read a message usually describing the area when you right clicked on it. The 'saved' game would be a
The main thing I have found in playing strategy games(since the mid 80s) is that the more modern strategy games are so much the same in terms of the dynamics of AI, warfare, economics, science, and so forth that the same basic strategy can be used against almost any strategy game out there. I don't even have to read the manual, and I can beat most in 3 days(about 20 hours). The same sort of manipulation of resources/brute force approach is used across the board in these games. It amount