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!!!
Nonsense. Other games do it. The fact that you've never played those other games does not make them wrong.
Nobody says you have to do that. But you have to accept the consequences of not properly defending yourself.
Further, it doesn't matter what 90% of your fleet is (not) doing if the other 10% is doing something interesting. Games aren't defined by how many pieces need to be moving, but how strategic the moves of the moving pieces are.
No, those are not game-trumping technologies. They're just more of the same. The only difference is that they are the end of the tree; there's nothing more beyond them. They're top-tier, so once you get them, they're all you ever use again.
I don't want "more of the same"; I don't want "bigger ship with bigger hull with bigger guns." I don't want MORE DAKKA!!!!! I want something new and different than before.
I've never played this game, but just because one game failed doesn't mean the idea was bad.
Yes. And if you design your game correctly, what constitutes "most effective" can be forced to be a mix of units. If units have powers that buff each other, and the additive effects of multiple attacks is specifically downplayed, then you have a system where you need to use specialized bonuses to deal with an enemy.
The key is what I mentioned: multiple ships with more attacks should not be a path to victory. The basic idea is this. If you have a ship that has an attack of value 4 (of type energy), and your opponent has a ship with a defense of 2, but gets a +2 bonus against energy attacks, then your ship cannot kill it. If you design the combat system to take each attack individually against the defense (rather than adding them all up into one number), then it doesn't matter if you bring 1 ship with 4 energy attack or 50 ships with 4 energy attack each; each attack is taken separately, so none of them can kill it.
The only solution (if your tech isn't good enough to give you a greater attack value) is to either use a non-energy attack of 3 or greater, or to bring in a ship with a utility module that increases the value of energy attacks made by your ships by +1 or more. Both of which involve greater ship diversity.
double-post.
What do you think goes on in the real world Willy?
That's what happens with all the worlds millitary forces!!!
90% is left at home so the country doesn't get raped while their soldiers are all out fighting.
Only 10% of the army is actually used to do the zarking fighting (Zarking: HitchHiker's Guide To The Galaxy swear word)!!!
What happens in really extreme situations, is that 70% is left home, and 30% is out fighting.
The only time you will ever see 100% of that country's armed forces at war, is when they know they are going to get pwned, (and also when there is no option for retreat) and all they try to do is inflict as many major casualties as possible to their enemy!!!
Have you ever played Halo?
That is the exact plot outline of the game!!!
Human race is about to get pwned, and they send all their forces out, to keep themselves from dying too quickly!!!
However, even then they still have a few planets that are strategically fortified. Such as Reach (their primary ship manufacturing and weapons testing world, not to mention other secret ops), but even though (literraly) 90-70% of their forces were guarding Reach, they still got their asses handed to them in the form of molten slag!!!
So just because you don't like a revolutionary idea that will make the way that the game is played hell of alot better, doesn't mean you have to dimiss it as total crap!!!!!!!
What these ideas will do, is not unbalance the game, but in reality (where the rest of us live), it will make it better!!!!!!!
There, my rant is done!!!
(No hard feelings there Willy, I just get a bit "passionate" you can say, when suppourting an idea.)
(However I would like to see your response to this.....)
Ok. But we weren't talking about influence. We were talking about interstellar societies mingling.
Does anyone pay attention to my replies?Or am I like non-existant to everyone?
You said: "Given that SD has stated there is a long, convoluted, pre-written backstory to the GC universe, this seems like a safe assumption. I find it hard to imagine they could change whether interstellar societies mingle without significantly rewriting their history."
You assume that this backstory involves substantial interspecies mingling, and thus was the birth of the influence system. Even if that's true, gameplay trumps story, especially in a TBS game. If they find a better influence system that doesn't work under this model, they should use it. Period.
Not really. Sorry, but they tend to be poorly structured and present little information that other people aren't already presenting in a better, more coherant way.
Which are, of course, NONE. Assuming a competent player, there should never be a need for passive orbital defense. So that much won't change. What would change is the AI turtling even more so than it does now, when what it needs is to make better use of the ship it has.
If I wanted to play chess, I would. You'll note that I am not.
Got it, random god weapons pulled out of your ass, to break up the trench warfare you insisted on putting in.
The design feature worked quite well. Where the plan fell apart is how that design scheme interacted with the low unit count, which is why it's relevant to GalCiv. If you could have 200+ logistics in a fleet, this idea wouldn't bother me that much, because I'd be giving up less actual fleet power to put in a few specialist ships.
This sounds suspiciously like the DL combat system. It was even easier to game than the current system is. It got changed for a reason.
A better comparison would be to the realities of naval combat - frankly, it's closer to what the game is about. If you examine history carefully you might find out how well a fleet in harbor defends itself against a surprise attack. If you want to be closer to reality, a fleet in orbit should be damn near helpless.
To answer your point with a quick wiki, I find that more than 30% of the active military for the US is currently deployed overseas; this includes all foreign deployments (Germany, Korea, etc) as well as active combatants, so active combat deployment is closer to your 10%. Note that 10% does NOT include those deployed at sea.
More to the point, those stationed at home don't just sit on their ass all day, polishing their gear. They are training, working up for force rotaion, inducting new recruits, maintaining gear, and all the billion details reality deals with that the game does not. If you were to introduce some sort of mechanic for that sort of thing, I'd be willing to go along. Ships needing a period of training to get to full capability, crews needing breaks, that sort of thing I could get behind - but I'm not willing to role-play them in. A ship sitting there doing nothing is a ship I may as well not have.
Note that sitting there is not always the same as doing nothing. Defending a rally point for transports is not doing nothing. Sitting in orbit to repair is not doing nothing. Sitting there in orbit as a defensive posture IS doing nothing.
When I'm shown evidence it is not crap, I'll stop calling it crap. Until then...
Well the fact is, that while the player may not need planets full of ships to protect them, the AI does.
I tend to leave a ship in orbit at every planet (usually a small hull) just in case, or if I need it to go blow something up nearby. If I have a planet that is very close to someone else's planets, I will have many more units just orbiting and doing nothing.
But all players play differently, there's no 'right way'. If a player only feels comfortable having 8 massive dreadnaught's in orbit of every planet, so be it. Sure that's not very effective but oh well.
The AI, on the other hand, should keep 8 powerful units on every single planet, regardless of where that rock is, because the AI is not smart enough (and won't ever be smart enough), to actually be able to create tactical offensive planetary protection fleets (which these types of defenses are also ships floating around doing nothing, although it is a better way to defend areas). The AI (at most that I've ever seen) has had 3, maybe 4 defenders.
If they buff up defense, it wasn't in hopes that it would be easier for me to defend my own planets (since it's an extemely rare occasion to have a planet actually attacked, neverless taken, and I've yet to actually ever have this happen), but was more to help out the AI... it gets somewhat boring when you can piledrive through AI planets, even when you are technologically behind.
EDIT: It has been stated that it is not 'economically feasible' to have planets in orbit... Near mid-end phases of gameplay, it's almost difficult to NOT bring in huge amounts of BC / turn . With 50 planets, having/keeping 4-5 defenders on border planets would only cost an additional 500BC / turn at MOST and probably less... it may not be economically feasible, but for the AI on harder difficulties, they should make the AI keep 8 powerful defenders on every single planet, and ships in orbit gives the AI free maintenance costs on them.
And like was said earlier, about in late game being able to have fleets 'transport' to where-ever they want within a certain radius instanteously... that's actually not a bad idea.
The range would have to be somewhat short though, and if they allowed this with a new engine (folding space to the point to allow literal 'jumps') then this would be similar to something such as units being dropped behind enemy lines in WW2. Then you would have to actually defend planets to avoid surprise attacks taking your planets. I am against making something of the sort overly powerful.. but this would force a player to change tactics.
The game does need more things to force you to change your tactics, because the way it is now, it is a 'more of the same' throughout the whole game, without anything ever changing that really requires you to think.
In an example using histocial and modern units, these forced tactic changes:1. Submarines being the obvious here, forced ships to go into convoys for protection.2. Aircraft Carriers, worldwide power projection.. made battleships obsolete.2. Machine Guns made 'traditional charges' no longer possible.. WW1 being a prime example.3. Anti-Tank Rifles and RPG's allowed infantry to take out tanks.
By bringing in different 'ideas' and ways to mix things up unexpectedly would be an ideal goal. It keeps battle and tactics interesting and fresh throughout the game. They would not need to be drastic things, just simple enough to require the player to alter his gameplay to adjust, or the player will 'feel the pain'.
A bit off topic, but just wanted to throw this in:
To be honest, I hope they balance the game a bit better... I'm not sure how much playtesting was done near the end development stages of GC2, but I'm sure they would have no trouble finding playtesters to give feedback of a GC3. Balance issues will always exist, and being that they went with completely different tech trees and abilities for all different races in ToA, created a game balance nightmare.
I'm sure that using GC2 as a major stepping stone, GC3 will be much more refined and will most likely eliminate many of the problems and issues found in GC1 and 2.
Perhaps I will start playing zero year games, since small and tiny maps don't have many of the issues that larger maps do.
While you guys fight out what is basically the entire game engine, I will continue to make small, selfish suggestions on how to make the game a bit more enjoyable: MAKE EVERYTHING MODDABLE! That includes planetary bonus tiles, extreme planet types, super abilities, EVERYTHING!
<Rant>Oh, and, guys, stop obsessing about how each other's combat systems are not accurate to real life!!! First of all, it seems to me that space warfare WOULD be fundamentally different from what we have now, just like how what we have now is different fromk warfare in the Iron Age, except even more so. Second, GC3 does NOT need to be a perfect representation of reality! Make a system that is the most enjoyable to the largest number of people, THEN and only THEN try to find a way to make it realistic! The whole point of a game is not realism! It's enjoyment! </Rant>
I didn't say that the combat troops left at home are doing nothing, I just meant to show the numbers.
I know that the military forces that are left on defense are training, inducting (more like abducting, joking btw) new recruits, and all that jazz.
So in order to make the game slightly more interesting, any ships in orbit would affect the base morale, production, soldiering on that planet. For example, too many ships in orbit (providing that you can have more than 10 in GC3, preferablly 20 at the least) and the morale will plumet (due to the fact that the people will feel oppressed, this also depends on wether or not you have recentley invaded that planet, or other morale-affecting events such as a recent tax raise), but production will increase by a certain amount (5-10% margin seems fair to me), sortof like the Egyptians using slaves to build their pyramids, all of it was based on oppression (and to some extent the god-like reverence of those rulers, caused by religion). However, if you have just the right amount of ships in orbit (like 5-10) the morale of that planet will increase, because the populace feels more protected (this could also be based on the attack power and not just the number of those ships. This would of course also depend in some way on what kind of combat system would be implemented in GalCiv3.
To go along with the recruitment aspect of the game, only a percentage of the overall population is actually recruited to become soldiers. I don't know what the system is for GalCiv2, but if a recruitment system would be implemented into GalCiv3, I think that military ships should help raise the maximum amount of people that you are allowed to recruit to become soldiers. Let's say that on a 6 Billion pop. planet, you are only allowed to recruit 25% of the population into the military (I don't care if it is realistic, this is only an example), this is without any bonus offered by researching a tech, building a social project, finding an anomaly, whatever. This is just the base value in all games. Now if you had some ships in orbit, that number would increase (not exponentially, but by something like 5-7% max). This could mean the differance between victory and defeat in a planetary invasion.
Those military ships could also keep your planet from subverting culturally (not indefinately, but long enough for you to do something about it). It would be a bit like propaganda, they would either be brainwashing, or subliminally messaging to the public that their civilization's culture is the best, and that all the rest, are bat guano for all that the public should care (if they know what's good for them, I see an ethical decision in the works here.....). This could also be used to help subvert an enemy planet culturally as well, it would put you at major odds with the other civilization, but, you'll have one more planet that they don't (and who knows, it just might have 3 Precursor Mine bonus tiles as well, mwahahahahahaha).
Also for planetary defense, a new social project. BTW I'm thinking along the lines of Star Wars Empire At War. There could (not should, could) be a social project in the game that would be sortof like an Ion Cannon. If a fleet would be in orbit around a planet with just such a social project, it would be like having an extra ship in a way (of course it would take a couple of turns to recharge/reposition itself/aquire a target). It would be able to fire a laser round out into space from the begining of combat, doing a certain amount of damage to a certain target (yes this would be random, unless Stardock decides to make Real-Time Space Battles an option/feature in the game). This attack would take place wether it was the defender's turn or not. You would probablly only be able to build one, since any more would be really unfair.
How is this for coherent Alfonse?
My replies have usually been incoherent the past while, because I have other matters to deal with (namely school work), and it usually takes alot of time for me to read through the replies. So by the time I actually get to write a reply, I have to be as quick and precise as possible. And there is also so much to cover and reply to in this post that it is a tad bit overwhelming, I can't possibly reply in detail to all the replies here. I'd love to, but I can't, since I'm usually too wrapped up in schoolwork. If all of this was taking place during the summer, I actually would reply in very precise (and structured) detail to everything here.
I do want this post to keep going though, I don't want it to go dead yet. We must make it to a 1000 replies at least (my personal hope is 3000 replies, big number ain't it). I would also like to hear what others have to say about my ideas (like the Starbase Starport that I mentioned a few replies back), I haven't really had much time to refine my ideas and then present them. So I wanted to see what other people would imagine it to be, what should be the specific numbers behind it, and whether or not it would be a good idea in the first place, or would it be too far-fetched, etc.
And even though Galactic Doom has a good argument going about his combat system, It is in a way off-topic. I'm not saying that I want it to stop, by all means, continue!!! All I'm saying, is that for about 150 replies, all this post has been, is an argument about a combat system, that may or may not be implemented into the game. If Stardock does decide to "consider" it however (keyword is consider btw), then we can start arguing about it in more detail. However if it means that much to you guys/girls (there are women that play this game to), then you can continue the argument, in fact, I'll give you my blessing.
However, the point is, that I would like to see some new (and I mean really NEW) ideas being put forward by the community. So if you would be so kind as to do so, please advertise this post on any others that you may be replying to. Just put a good word in about it, and ask other people to share their ideas. If you also see something that would be a good idea, and something that can be implemented into GalCiv3, then you can mention it yourselves here on this post.
So there is my rant. I really hope that more new ideas will be put forward, and that the ideas that have been put forward, can be refined to a larger degree.
So till next time........
Don't stop arguing (it is a very good argument).
But do remember to put in some new ideas.
Thanks
Rock On!!!!!
And to those of you that are arguing.......
LET'S RAGE!!!!!!
This is what I described both in an earlier post on this thread (page 9, near the top), and on its own thread (https://forums.galciv2.com/322262).
Regrettebly, you may not be, but that's another thread...
That's a great idea. Build an Ion Cannon and be able to upgrade it's firepower as the game goes on, to keep up as ships gets stronger. Granted, it could be laser based, or missle based. Mass drivers would be the least feasible idea, since generating that much power to propel matter through an atmostphere (although small) would likely not make them as capable, but it's a game, so who cares. Every turn the land-based weapon would get a free shot. The range of these seemed to be only for ships in orbit (from what it looked like in Star Wars), so once a defensive fleet in orbit is destroyed, the invasion fleet would no longer continue to take fire from it. Plus it would look cool to see a huge beam blasting some unsuspecting ship from the planet.
To avoid taking up 'precious tiles' that would be better used for your empires development, Stardock could implement a few defensive only tiles (that don't count as the class of a planet), and the player would be free to build whatever defensive structures he/she feels is necessary. After all, 1 ion cannon would hardly take up the whole North American landmass to build and operate.
Including the AI! If they did that to even a small degree, I believe it would be a first for these types of games. Replayability is one of the things Brad has said they aim for GC to achieve. This would be a HUGE replayability factor. Stick a XML AI file in there.
I believe that change was made in Dark Avatar, where each weapon attacked seperately. If in a fleet, once the first enemy ship is destroyed, all ships would have something of a supershot with all weapon values combined on the next target.
Dread Lords had each weapon type (laser, etc) fired one at a time. DA was somewhat a strange thing with the whole supershot going on.
But I do like the idea of per-weapon of each ship each round, and the ship they fire at and hit will continue to wear down it's defenses until depleted (kinda how it is anyways), BUT... Defenses, imo, should not renew every round, but perhaps after every battle, or even every turn (probably after every battle though). This would make smaller ship fleets slightly more useful against larger ships.
After all, when a ship loses it's defenses, they usually don't 'get them right back up' 5 times in the middle of an intense battle. As long as they give the AI the ability to do some sort of 'power check' to see if it can win a battle or not, or come close... cause right now the AI really only uses kamikaze type death attacks, with no idea if it could possibly win or not.
@Extant
Much better, actually. I'm impressed.
It is a little long-but much the same could be said of most of my posts as well.
@doom
I was going to suggest that, but then it occurred to me that it would make defense even more useless than it currently is, so at least in the current system, it wouldn't work. However, everyone wants to scrap it for some reason or another anyway, so maybe we can build a new system around that.
Simply place 9 Ion guns on every planet, and never ever put a ship in orbit ever again.
Oh, no, that's not what I meant.
I meant defenses not regenerating during a given combat. Which then begs the question of whether they should depreciate, which is not as obvious.
You assume that this backstory involves substantial interspecies mingling,
That is correct.
This is utterly irrelevant. The specific topic was interstellar societies mingling with respect to technology being cheaper to research as more civilizations researched it. It was not a defense of the current Influence system. Influence was brought up only because the Influence system (currently) mentions that it is based on "food, clothes, music" spreading from one civ to the next, which implies lots of interstellar societal mingling. Maybe you are just confusing the different arguments you're involved in. Sure, let's go with that.
I, too, would support an improved Influence system. However, I think it would be stupid to retcon the idea that civilizations mingle. Rescoping the world to be isolationist detracts from diplomacy AND from the culture war. If the goal is to drive the game towards being strictly militaristic in scope, I would resist. This is a Bad Goal. While it is not strictly self-contradictory, it seems unwise to argue for diversifying strategy while simultaneously asking to narrow the scope of the game.
As an aside (or, rather, as an answer to Extant's plea for different ideas to show that I, at least, am not dismissive of others, har har), I think the answer to diversifying fleets is tactical combat, not buffing defense...
...but Chess is fun, and if SD were to incorporate pieces of Chess in GC3, I would not personally complain. You'll note, also, that in Chess the agressor has the advantage. That pawn beats the queen when it is attacking. The queen is a stronger piece because it attacks in more directions.
Yeah, see, that sounds dumb.
However, I agree with Alfonse that "more of the same" is sub-optimal. "Randomly different" is not good, either. Well-designed different ++. Actual tactical control in combat, combined with creative fleet and support modules, makes for diverse fleets. Also, it makes for game-balance developer Hell, but we are not in charge of that. Har har. I would love to see modules that create a sort-of terrain in combat, perhaps by areas-of-effect, where one (or two) is enough, less is terrible, more is unnecessary. Would micro-managing fleet creation be a pain-in-the-ass? Not if the interface (or maybe production rules) were changed to make it easier. And GC could definitely use some work on the interface, anyway.
Also? Tactical combat under the We-Go turn-based rules. Hell yes.
I like the idea of a moddable AI personality, with variables like:
willingness to make deals
propensity to build factories/labs/other buildings
culture-bombing/military expansion/bartering for planets
which victory it pursues
how the military works (lone, powerful ships/ fleets of little ships/ starbases/ some combination of the three)
build improvements or build ships
And so on. Move beyond the simple number system we are stuck with now.
So do the game design concepts I'm mocking. Alphonse wants to buff defensive fleets to the point where a much superior fleet has trouble breaking through, if they can at all. After inducing a defensive stalemate, he wants to introduce "something different", which would take the form of some sort of super weapon. Perhaps a useful form of terror star, or a more selective planet desruction system. Maybe even the GC equivalent of a Novalith cannon, allowing you to destroy a colony without battling the fleet at all. Whatever these weapons are, the entire point behind them would be to bypass or negate the defensive fleet in orbit - a function that wouldn't be necessary if those fleets weren't buffed to a nonsensical level to begin with. He's creating a problem solely for the purpose of introducing his solution to it.
BTW, the instant transport idea won't work for a couple reasons. First, Brad has said the AI simply can't deal with this effectively. Perhaps that could change for GC3, but I wouldn't bet anything on it. Second, it doesn't get you anything current engine techs can't do, other than not needing to put engines on the massive ships you already have.
Tactical combat is much the same way. There is no way to program an AI that can compete with a decent player, making tactical combat into a player exploit. Give me tactical control of a few ships and I'll tear any sort of mixed fleet apart, and almost certainly without taking losses. I've done it in other games, the very lack of tactical control is a selling point for GC2. AI control is simply too predictable to compete, unless BOTH sides have to use it.
I'm not familiar with that term, and apparently neither is Wiki. Care to elaborate?
Did you even read what you yourself wrote? Here's what I said that started this bit of conversation:
And you replied with:
This was clearly a defense of the current influence system using the GalCiv universe as a defense. This had nothing to do with tech being cheaper to research. It may have at some point, but that was well over 2 pages ago, and long before the point on the GC universe was brought up.
It's funny how those two statements don't lead one to the other. I've already explained that the defender has to put themselves at an economic disadvantage in order to make themselves impregniable. You don't seem to recognize the consequences of this, so let me spell it out for you.
It means that the defender will have less research, less tech, less production, etc. The defender must weaken themselves for a time. During that time, they are vulnerable.
Yes, if you turtle hard, you can ignore building an offensive military. But you need to keep paying for your defensive one and upgrading it with new tech. And upgrading your defensive military with new ships costs more than the other guy has. Again, you're slowing yourself down.
All the while, your less-defensive more-offensive enemy is busy conquering territory. Now, he's as big as you are, but he's no devoting 20% of his economic output to a defensive force.
Also, if you look back at my example, I showed two defensive postures:
In the first case, needing to bring 11 ships vs. my 5 is hardly something I would call "trouble breaking through", let alone being impossible altogether. Especially since I have a total ship strength of 50 and you only need 11 to take a world.
In the second case, you need to bring 19 ships vs one of my world. But look at what happened: to force that (with a 50-ship military), I had to station 1 ship at half of my worlds. If you can find a way to attack those worlds, you will find them weak and easily taken. You'd only need 3 ships to take any one of those.
And that's the point. Defenses can be "strong but breakable" or "really tough, except for certain weak worlds." Finding and exploiting those weak worlds would be key to breaking someone who's turtling with a concentrated weakness strategy. And if someone's turtling without it, then just focus on your economy and attack them with much more advanced tech than they can defend against.
Sounds like a problem for the AI programmer to solve. This is an unpredictable move, so the AI will simply need to know about unpredictable moves and take appropriate countermeasures to the threat. Just like a human.
Are you kidding?
Space may be big, but in GC2, it is not difficult to have sensor readings on everything that gets close to your space. That means that any attack can be detected before it launches.
This cannot. There is no way to know where the enemy is going to jump to until they're already there. And by then, it's too late.
Quite simply, no. If we take your 50 ship example to be what you intend, the offensive player and defensive player are spending the EXACT SAME on their fleet. So the turtler will have the same research, the same production, and the same economic power. AND an artificially high defense.
Except that the current mechanics don't work that way. Doubling the power of ships is more than a 100% effectiveness boost (try taking a 4/4 20 hp ship with two 2/2 10 hp ships. They won't break even.) Even assuming you meant a doubling of effectiveness (whatever that means in terms of combat mechanics, especially ones we don't yet know details of), a 9 on 19 fight is going to go to the defense more than half the time.
Of course any competent player is going to attack the weaker worlds, then flip the fortified ones with influence. It's how the AI deals with it that matters, and it simply isn't smart enough to do this on a consistent basis.
Brad IS the AI programmer. When he says it's not possible, I tend to believe him.
The same can be said for the 40+ speed transports everyone uses for surprise attacks now. Or even the 20+ speed battleships. Even the AI occasionally uses 10+ speed ships, giving at most one turn's worth of warning from clearing the shroud to attacking a planet. The only way that random jumps would be a viable surprise tactic is if the attacking fleet arrived and could attack on the same turn, and that would be right up there with tactical combat in terms of things the AI can't cope with or use effectively itself.
Considering that it is my example, I think I'll listen to myself when deciding what I put into it. And I put 50 defending ships, and the number of attacking ships necessary to take a planet, based on the defender's ship distribution.
Now, maybe you're saying that the offensive player needs his own 50 ship fleet to defend. My response is simple: says who?
GC2 forces you to use your attacking ships for defense. This idea would allow a player to still do that if they so desire. Doing so has always offered a specific weakness: if you don't see the attack coming, there's no last line of defense. If they get past your sensors or are faster than your attack ships, they'll have free reign over your planets. My proposal would also give them the option to build defensive ships that are specialized for that purpose.
In the above example, the offensive player is either not defending at all, or using his offense for defense. If he is playing as defensively as the offensive player at the same time as trying to be offensive, then yes: he needs more economy or he'll fall behind. So be it. He choose to go offensive with a defensive build.
I'm sorry; you seem to be under the impression that I was talking about a minor change to the combat system, providing a more significant numerical buff to ships in orbit.
Let me be clear. What I am suggesting is a fundamental restructuring of the entire combat system, replacing it with something better. The GC2 combat system is rather different from the GC1 system, and I see no reason to keep the GC2 system when it's so bad.
I'm not describing exactly what it should look like; instead, I'm describing the gameplay effects it should have. And one of those effects should be the ability to have defensive fleets.
The mechanism by which you use to allow a ship to be more effective under this new combat system may not be a simple numberical buff. It may be something else entirely.
I'm aware of that. I was being ironic.
Also, this is the same AI programmer that thinks the AI is capable of building up its cities well, based on the fact that it hasn't been fixed after over 2 years of revisions.
Brad and the few need some help doing all the AI programming. There is obviously not enough people at Stardock that are knowledgable in AI to be able to get these things done. Brad has said he works well over 40 hours a week on this stuff (probably more like 50-60), but there is obviously too much to do.
I found an old thread mentioning a problem they had with GC2 waaaay back in the day where Brad stated:
That was written back in April 2008, the bug still exists! The AI work is obviously overloaded and there is not enough help.
The reason Stardock needs to force AI's to do certain things to MAKE them stay competitive for GC3, because even as skilled as Stardock is overall, it seems they are trying to do waaaay too much with too little. Stardock afterall has stated they are attempting to make AI that acts just like a human would.
I had in mind something more similar to a 'ship transport', which could jump within a certain radius, drop off it's load of ships, and then instaneously jump back. Similar to a WW2 plane dropping off paratroopers. The Ship Transport would only be able to carry so many ships (based on a logistics level), and would not be attack capable, since the 'jump engine' would take up the whole ship in terms of design space. So Not defending your worlds, AI jumps a few Ship Transports in, and takes all your worlds with combat transports.
There's many ways to create defensive fleets also, some in different ways... the ones already mentioned are:
1. Tactical Combat, each ship has a purpose and is better at doing some things than others.
2. Ships lose attack/defense based on their hitpoint levels when in Space (not on Planets). A ship with it's hitpoints at 40/80 would have it's attack/defense either halved or drained to a certain extent.
3. As SS said, defenses not regenerating during a given combat. Which then begs the question of whether they should depreciate, which is not as obvious. Depreciation is an excellent idea also, as rounds go on, hard hit ships defense will permanently be decreased (and restored after combat).
4. Being able to place 39 Ion Cannons on each of all your planets. Or if they have a few 'defensive only tiles' available, say 2 per planet (that has nothing to do with Planet Class) to build defensive structures of your choice.
And I'm sure I left a few out. Any of these, or a combination would work well. There are more intelligent ways of boosting defense besides simply making a defending ship have 1100 defense points in each category (with 1 attack).
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