Capital ships should be able to attack planets

Capital ships should be able to attack planets. I think these ships should be given the ability to either assist during invasions or to be able to bombard the planet from orbit. Maybe give them a seperate attack modifier against planets.
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Reply #1 Top
I agree on that count; even if it only gives a small plus; but that air/space superiority should count for something.

dawg
Reply #2 Top
Thought; unless a military improvement called shields existed that would render bomabrtment nil. Heh think Hoth..

Overall i'd like to see the planetary defences improvements /attacks fleshed out a bit

dawg
Reply #3 Top
I agree with atommanji. Too often attacking AIs obliterate my planetary ships but never follow through with ground troops. Therefore, I often leave the planet unguarded or simply crank out one defender every turn or so to prevent occupation. If planetary bombardment was an option, I'd have a whole new set of worries. Of course, this would need to be balanced with various planet shielding upgrades. :)
Reply #4 Top
I think you would also need a ground attack value for those ships. I'd hate to see a 40 attack dreadnaught go after one of my planets. Interesting idea tho. I remember reading somewhere that planetary bombardments were a UP issue that came up. I never seen it tho. As a matter of fact, I've only seen the same 5 or 6.
Reply #5 Top
the thing with planetary bombardments is if you want to be realistic even a freighter should be able to do it just set a crash couse for the planets and so many km up warp core Implostion.......... POOOOOOOOOOOOOOOOOOOOOOWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
if the worlds not completly turned to dust its at lest droped down to PQ1. but this would be way to dangeruos on higher ai levels and way to easy on lower levels.
Reply #6 Top
Freighters etc wouldn't be albe to ram planets if the planetary defence buildings gave the planet an attack rating. You'd need to add a similar building right at the start of the tech tree to prevent rushing though.

Anyway, a small ship's engine blowing up wouldn't be able to destroy a planet.
Reply #7 Top
it would cause devistation efect on PQ still the amount of antimatter (on star trek) needed to sustain a warp 2 reaction for 1 24hour day is theoreticly enouph to through earth out of its orbit and rip the crust off half the planet (if detonated on serface or up to 50km up) also veporizing the ice caps and most other water on the planet. for what i have looked up in libraiy physics books star trek physics is for the most part realistic the only unrealistic part is transporters(possable but would take way to much energy and in the methode thay say it usese) and the fact that warp drive was invented so relitivly close to now by a guy living in a small post apocliptic village. but then again galciv isn't about realisum in that sence. its relitivly easy with a tractor beam to render a world
uninhaitable if your ceative enouph (i am).
Reply #8 Top
There will be a bombardment unit in the Expansion pack (which will be free).
Reply #9 Top
Ichimaru, Really? I never knew star treck ships took so much energy to run. Their weapons seem awful weak in comparsion.

Brad, will planets get a counter building?
Reply #10 Top
Since Hoth was brought up, how about planetary defense in the form of a huge freakin' gun, the Ion Cannon? Granted, it may only be able to fire at adjacent sectors, but it'll teach the AI to hang around my star blowing up expensive ships! :D


~SDC~
Reply #11 Top
Humane, if you've found the AI to be weak at invading you then you must be playing at a fairly low AI intelligence level. At the higher levels they have no problem at all systematically killing all your defending ships and then sending endless transports until your entire empire has been smashed into little mewling pieces. Not that I've ever had that happen to -me-, of course... *whistles innocently*

I very much like the split between assault and invasion craft in GalCiv, I don't want another Moo2 where you make a fleet and run around sterilizing everything. I'd hate to see the +soldier techs in GalCiv become as useless as they were in Moo2. With the dual-assault needed to take a planet in GalCiv a civlization can still be amazing hard to conquer even if you've knocked out their navy if they have a better ground tech than you. Expensive too, in terms of the population you lose in the attempts.

I've had my ground troops resist invasions long enough for me to turn the tide of a war, if the ships that first showed up could have bombarded too then I'd have had no chance to do that.
Reply #12 Top
Could you make an system defense system from a ship with a low attack, high defense & a move of 0, or just enough to attack and not move into the next square?

~SDC~
Reply #13 Top
Re Vorlin's comment on not wanting sterilisng fleets arising from the new bombardment unit. It would seem strange that transports have the ability to invoke mass drivers or core detonations but capital ships can't. But if the bomb units become too powerful, it may negate the use of transports (for those who don't care about taking over the system) and terror stars.

Again it is an issue between gameplay and "reality". A nice balance should be found giving this bombardment unit a role between that of transports and terror stars.
Reply #14 Top
If bombardment units must be put in the game (and I'm still against it) then one way might be to have it so there is a minimum population that any given planet class can be bombed down to (the logic being that there are lots of places to hide on a planet, so you reach a point where space bombardment isn't effective anymore). Say 100 million pop per planet size, that would mean you could bombard a size 20 planet down to 2000 million before invading (which is a lot better than the 12000-15000 or more it might have started with).

This would make bombardment units very useful and yet would still make transports and soldier tech valuable.