I think the tile is discriptive enough.
But for those of you who like to be specific ....
What new features do you want to see in Gal Civ 3?
Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?
Do you want it to have Real-Time, Control Your Warships, Space Battles?
Etc.....
So please respond.
ROCK ON!!!
Here's a thought: have constructors be able to set up small, cheap "sensor arrays" that clear FOW in a certain area. Since thery would be basically worthless if they destroyed the constructor like a starbase, have the constructor be able to build multiple ones before having to return to a home planet and resupply.
Something like satelites, to keep an eye on the darkest corners of the universe. No engine/movement, no weapons, light if no defence, low maintenance, high sensor range.
For now I use tiny/small hulls with sensors (when I don't get the EotU) that take forever to reach their destinations, or sometimes eco sb with some sensor modules. I feel it's a bit "too much" for that role...
Also, instead of the tiringly simple system of tech victory that we have now, it would be great if multiple techs were required for victory and if they were scattered on different branches of the tree. Also, maybe have to build some sort of improvement or starbase module to win the victory, sort of like space race victory in Civ 4.
I absolutely love the Roads idea!
That would be amazing.
You can technically do the same thing in GalCiv2, by building a row of military starbases with speed boost modules all in a row towards whichever destination you please.
By doing this though, it is really possible to go from one corner of the galaxy to the opposite corner in one turn.
Since the speed boost modules generate 2 movement points every time you enter the effective range of one of the starbases.
So if you have them spaced close enough, you can create a literal interstellar highway (or speedway more like it).
And here's something that would really be insane............
+1000% Bonus Tiles
Imagine a Factory or a Discovery Sphere on that thing!
Prehaps turns should be at least 1 day in game time.
They already are.
Errr no. What game you playing? Turns are 1 week. 1 Jan - 8 Jan - 15 Jan and 22 Jan. Weeks my friend, not days.
Ya'll realize that GC3 is at best no less than 2 years away right? I doubt that GC3 even registers a thought at SD at the moment. In fact i would not be at all surprised if we saw a SINS sequel before GC3. Financially at least, it was the better performer of the two.
But as to the OP, what would i like to see in GC3?
The Metaverse.
Couldn't agree with you more!
The Metaverse is definitely a must-have for GC3.
~ Cypher ~
Considering that Entrenchment is still technically in beta, albeit due out soon, and that there are an additional two micro-expansions due for Sins after that, I doubt that Sins 2 will be out before GC3.
Ahh, ok fair enough. I'm not a follower of SINS so i don't know their current outline for the game.
Ahhh, Cardinals lost the Superbowl, was hoping they would win, even though I am more of a Pittsburgh fan, but anyway! Game time imho should be brought back to 1 month/turn... although it really doesn't matter that much, and makes no difference to the game experience.
If you're looking at 1 UP vote/year, it sure as hell does. Also two elections/year. (It was two, right? Damn, it's been a while since I had a real game.)
I'm a late bloomer, MV-wise, and although I still don't exactly like what caring about my score has done to my playing, I'd have to agree with Neilo here. But then I'm already starting to fret about how much "damage" the multiplayer work on the Elemental project will do to the RTM game.
Neilo, if you're really serious about that being important to you for GC3, shouldn't you be suffering the slings and arrows of swords and sorcery as a beta tester for Elemental? The infrastructure there is supposed to provide the starting point for GC23 when it becomes an active project.
No mMultiplayer and no RTS battles.
Ladies and gentlemen, Galactic Civilizations 23.
We can all hope...
But in all seriousness, I have an idea for a few other metrics to spice up the ethics system beyond just "good" and "evil". Of course, if ALL of these were included, the game would be nightmarishly complex, but some of them might add a little variety.
Scientific (research and engineering bonuses) vs. spiritual (morale, luck, and other random bonuses)
Capitalistic (econ) vs. socialistic (production)
Collectivist (mfg. & soldiering) vs. Individualist (research, creativity, etc.)
Idealistic (morale, soldiering, courage, etc.) vs. pragmatic (logistics, science, mfg.)
active (military, courage, creativity) vs. manipulative (diplo, influence, logistics)
These would not only change bonuses, but also how the AI behaves and how other civs interact with yours. You could change the values through ethical events, diplomatic deals, even techs and imps. Needs soke more work, but I think I could go somewhere with this!
Great Idea scout.
And it looks like all of our spelling is deteriorating as we speak!
LOL!!!
Endeed.
Perhaps i should. I have intentions on purchasing the game whe it's out so i may look into the beta.
TBQH i was unaware they had progresses to the Beta stage.
I'll look it up.
They haven't.
But the forums are up and running.
Another idea that I have touched on in a few other postis but will describe in full detail here: instead of spore ships, constructors, and (hopefully!) mine-layers being destroyed every time they do their thing, have a "supplies" indicator that desreases by a set amount every time you build/destroy something. Depending on what you were doing, the decrease would be different. Obviously, if what you are trying to build takes more supplies than you have, you would be unable to build it.
To refill supplies, you would need to orbit a frindly planet and bee out of action for a turn or two. Maybe have "supply shuips" that can do this on their own, and techs or modules that increase the max capacity...
Or even the ability to make it go either way, depending on the tech tree/component - you could start off with kamikaze ships (And maybe even *always* use the constructor when first starting the starbase), and then later get starbase constructors that operated more like asteroid miners - would take money and time to upgrade components, but could do so semi-automatically.
Sounds good to me!
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