[quote who="Seilore" reply="9" id="3409826"] Quoting Cikomyr, reply 7 "Pay to win" can't really happen in a strategy game akin to Civ or GalCiv. I mean; you pay to get GAME FEATURES (new civs, etc..), but these features shouldn't be included in a multiplayer game with other playesr not having these features... however, other games and game companies, don't prevent this from effecting the game. They allow users to have these features anytime they
Cikomyr
"Pay to win" can't really happen in a strategy game akin to Civ or GalCiv. I mean; you pay to get GAME FEATURES (new civs, etc..), but these features shouldn't be included in a multiplayer game with other playesr not having these features...
[quote who="charon2112" reply="66" id="3409803"] Comments like this were understandable in the days and weeks after Civ V's launch. But now they sound kind of ridiculous. Civ V with it's expansions is fantastic. Remember, Civ IV wasn't perfect until it was tweaked with expansions (warlords, BTS)...[/quote] Plus, people complaining about the AI of CivV don't understand that the very reasn Civ4's AI was great in comparison
[quote who="satoru1" reply="20" id="3409785"] Quoting Cikomyr, reply 19 May I propose something that would seem a bit heretic in some people's mind? How about the capacity for the major players to PROVOKE events and major events? Like, be the ones to awaken the Dread Lord; as a form of Godzilla threashold; opening the cage to the monster you have found, to unleash them on your ennemies, as they have more to lose than you. Or perhaps you are the one
Civ5 debacle? What the fuck are you talking about? CivV sold way more than Civ4 ever did.
May I propose something that would seem a bit heretic in some people's mind? How about the capacity for the major players to PROVOKE events and major events? Like, be the ones to awaken the Dread Lord; as a form of Godzilla threashold; opening the cage to the monster you have found, to unleash them on your ennemies, as they have more to lose than you. Or perhaps you are the one who provoke the Galaxy-wide virus?
[quote who="Zydor" reply="59" id="3409739"] Quoting Cikomyr, reply 58 CivV's early gameplay (like, immediately after the release) wasn't optimal. Not optimal ..... rofl .... freeking nightmare!! I canned it after Pack1, and I had been an avid Civ fan from Civ2 inclusive onwards. .... but .... Brads comment acknowledging earlier hassles, but ending "Civ V today is pretty fun I think", has already convinced me to give it another go
[quote who="Frogboy" reply="49" id="3409522"] Just to recap: Almost every new feature we've added is something that I wish we had had in GalCiv II. Some of it is so obvious that it's embarrassing. Some things are tiny like, for instance, making it easier to have symetrical elements in ship design. Others have to do with the United Planets and diplomacy. Next time you load up GalCiv II, you can kind of tell the kinds of things that we should
A thing that is always interesting to deal with in early game of Civilization games is the ever-present threat of barbarians cropping over the map. Not necessarily a major threat; but still something you have to deal with. It's something that have been lacking.. a bit in the past GalCiv2. I know GalCiv3 has been promised to have a more "alive" galaxy; so it's most likely they will consider having these "neutral yet hostile" threats. However, if I could offer som
Well, the "building blocks" are a bit akin to CivV's social policies, no? I really liked that mechanic.
there is little way to make a hexgrid into a 3d space. Unless you have a nongrid universe a la Sword of the Stars, I doubt a 3d map would be applicable. Or even desirable.
[quote who="1xador" reply="20" id="3408998"] Quoting Cikomyr, reply 17 I find the idea of a nomad civilization a bit silly in a universe similar to GalCiv2. How so? I could easily see the humans with the Patriot fleet going nomad as they get pushed off of the colonies, kind of Battlestar Galactica esque.[/quote] Except that BSG was a relatively empty galaxy. GalCiv's games usually end up with a heavily filled-up galaxy, with every
[quote who="Echelion" reply="42" id="3408988"] If you want a carrier type fleet do what I do I build 1xlarge/huge hull as the "Carrier" and use tiny/small hulls as fighters/bombers. I re-state "IT aint broke dont fix it!" if you want proper carriers go play sins they have them on there.[/quote] man, what is it with people who are fucking obsessed with Carriers? I propose an elaborate suggestion as to how to make multi-size ship fleets viable, and people
What IS GalCiv? That's a more loaded question than you can think
"Elemental" does have a nice ring to it. It's very possible Stardock may redeem the franchise with its next itteration. Although you should probably better name the expansions within its naming scheme. It shouldn't have been "Legendary Heroes", but "Heroes of Elemental". "Fallen Enchantress".... well, let's be honest. It was a hail mary pass to salvage the project. I don't think it was a bad idea to.. step away from "Elemental" until you could salvage yo
[quote who="Voqar" reply="39" id="3408780"] I guess I don't get it. You can already mix ship sizes. As your tech improves your smaller ships can become pretty powerful. The current system has a lot of flexibility. The idea of smaller ships being the most powerful (unless they are high tech vs low tech opponents of course) is kind of silly to me. [/quote] Most powerful in the cost-efficient meaning. 1 s
I find the idea of a nomad civilization a bit silly in a universe similar to GalCiv2.
I still prefer the idea that groups of smaller ships should be more powerful than a larger ship. Buck for bucks, smaller ship are going to give you bigger punch. But larger weapons have special qualities; longer range perhaps. Or AoE. Or special anti-Capital or special anti-fighter. Which justify the appearance of larger vessels on the battlefield, but does not invalidate the presence of smaller ships.
[quote who="MottiKhan" reply="13" id="3408274"] Quoting chaverinou, reply 11 Giving a pirate flag to our ships to make them corsair is a good idea but should be balanced to have a negative effect on the player using that (he could be catch and pay a fine...) Quoting Starbound_Dust, reply 12 This is where espionage comes in, using spies you should be able to determine which race the pirate ships belong to and then if they make an ill judged act of p
Wouldnt it be better if events like Jagged Knife had some sort of buildup, instead of just one big "fuck'em all"? Foreshadowing is always best for major change, even if it's only hints and clue that could point to a developping situation that could blow in your face. Obviously, a military buildup on your part would precipitate the bad things :D
[quote who="WIllythemailboy" reply="31" id="3408080"]Quoting Cikomyr, reply 30In my new proposed system; after the initial volley, the Corvettes would be down to 80% of their firepower while the Battlecruiser (down to 80% hit point) would be down to 50% of its initial firepower. It's easy to figure out why the Flotilla would gain the advantage. Ultimately, a diversified base for your firepower would prevent its easy crippling. That system would put larger ships at enough of a d
Obviously, the game's combat mechanic will have to be revamped entirely. You are 100% right; the old system favored bigger ships. I think one big problem is the trope named "critical existence failure"; where a starship would still perform and fight at 100% capacity even when down to its last hit point. When I think of it; I believe the solution would be to have a ship's system failure occur much, much before its hull breakdown. For example; a ship down to 80% h
Well, I suppose the OP wants some ways to spice up endgame. I always felt fighting your own designs usually is the scariest thing a player have to face. The idea of a split in your empire; the emergence of separatist, regionalist factions would be interesting, don't you think? After all, the stories of the inevitable decadence of the Great Star Empire and the shattering of their central power base is a very, very common element in most sci-fi stories.
I certainly like the idea of giving a pirate flag to certain ships; making them a free game for everybody else, but also available to raid ennemies. People previously proposed the idea of stealth starbases hidden in asteroids. Well we could also have stealth pirate bases that give bonuses to your neighbouring pirating activities; maybe a spawn point for your pirate fleet.
[quote who="nomotog" reply="26" id="3407838"] Quoting WIllythemailboy, reply 24 Quoting nomotog, reply 22Why has stardock been resistant? Mainly that they don't do anything you can't do without them. There's nothing a fighter can do that a tiny hull couldn't, the push for carriers is mostly people that want to evade the logistics cap (see reply #19) or just on a mindless "lol carriers are cool" rant. If done correctly they could be a good addition,