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!!!
Since they said multiplayer is being added to GC3, it is very very likely that all these additional multiplayer modes will be available also, like HotSeat.
It would be great to play other players in a multiplayer, as long as their are no AI players! Since against more than 1 human, AI would get crushed beyond getting crushed.
Hahahaha... as Advanced as these civilizations are, hundreds of years in the future, with Warp Drives, Starbases, Planet Terraforming and Colonization... their writing skills still suck.
Not only that, but they need to add a QUEUE! I mean, crying out loud, please let me queue up 8 ships to build, because it's impossible to remember which planet should build what next (especially since it doesn't let you view the planet from the GNN, only the name). Would make it much easier and quicker... after all you can do so for improvements..
So if you block everyone, you can view a bunch of empty threads!
Or a Debugger, that if selected, lets you play a game with everything unfogged, and all info is available to you as if it were your own civ. Great way to find problems if you are making a mod, as they can be easily located.
And that does it for my back-to-back-to-back-to-back-to-back-to-back++ posts!
WOO HOO time to resurect my ideas from "What do you want to see in TA" lol
A new treaty to trade, a Protection treaty. What it would mean is that what ever race to got it from would have to go to war with any race that attacks you (like the Alterian super ability in a way). What the intent would be is to prevent civs from attacking you in the first place, not necessarily for you to have more power, hence the "who ever attacks YOU". But if you did get attacked you would have another race to help. Could be a way to make some cash with your military.
I would imagine that a race that gives you this treaty would have its military rating added to yours to disuade other races from attacking you, or that they would just "know" that you are going to get help or it would keep the peace in some other way. You could alos sell your services to another weaker race, but would be sent into war without choice if they were attacked.
There of course would be more to it (like how many you could get / give, or if a paradoxial loop was created) but I'd be surprised if you read this far into it... LOL
Perhaps there should be the ability to have the Senate create a stimulus package.
One thing that people have been complaining about is the inability to rename ships from inside a stack or fleet: https://forums.galciv2.com/341156.
Hahahaha! Or, they should call it a Pork Bill!
"The new 'Stimulus Package' is allocating 345 Billion BC to Planet Omega IV for research into the Slug Genome!And 234 Billion BC is being reallocated to Planet Poor II to rennovate a Galactic Water Slide!,Meanwhile, in other news, stocks prices crash, and 50% of the population has lost their homes"
Yeah, that's the problem w/ congress. The terms are so short that the insanity of a campeighn(sp?) is all year 'round, instead of just 95% of it like with Presidents....
An awesome Mega Event!
On a slightly more serious note, it would be interesting to have a mega event that lowers the amount of government spending you can have, either for everyone or only for a race that appears to be winning the game, as another mechanism to help increase balance.
Cheat mode; CTRL+U... CTRL+Shift+R... CTRL+Shift+T... stick to the Diplomacy screens by hailing everyone repetitively!
Deficit.
Forever?
Although, when you think about it, deficits and run-away spending are not the HUGE problem a lot of people claim: they may not be the BEST thing for a country to do, but they don't actually HURT anyone. Now, econ crashes, terrorist attacks, wars, and all of the other stuff actually affect the lives of your citizens. Deficits do not.
In the short term...
So long as you don't go under -500BC, anyway.
It would be nice to see the -500 bc limit adjust itself to your economic capacity: instead of being stuck at 500, it should be a "money able to earn in X number of turns" calculation.
Ahhhhh.......
Economic Crisis.......
That's what happens when you give credit cards to people who can't use them properly.
And in forethought.......
That's what we get for letting the banks do something as stupid as that.
It's all the bank's fault. Giving loans to poor people that can't pay them back at the end of the month. Fucking ridiculous neh?
Sure credit cards are a force for good, if you know how to use them.
Which most people don't.
I'm sorry, is that too much of a reality check for you?
(Just joking!!!)
Here's a few things I'd like to humbly throw in:
Admirals - Ship/fleet leaders with bonuses/draw-backs (some admirals may have the mustard to command a 100 ship fleet, but most are average joes who deserve tanker duty)
Planet governors, presidents cabinent, senate - I like the way Hearts of Iron has a cabinet feature. They could add civilization wide bonuses/draw backs (Sec A is a master economist, so he'd be a bad choice for the war dept, but he may do ok as Sec of State)
Combat - I like the way combat is abstracted now. but I'd like to have huge fleets and offensive star bases and planets with big fricken omega cannons on them.
Credit cards... ugh. I never use them. Of course, that's also because I am not technically OLD enough to get one, but still. If I was old enough, I would do everythig by debit and PayPal. I just don't understand why people are so obsessed w/ owing a house!!!
Please refrain from opeing THAT can of worms again! As for the senators government positions, that would be an EXCELLET idea. I am invisioning a system in which, for government systems in which people actually vote, you have a window that pops up every election year in which you can appoint various people from a list to positions like Defense, Commerce, State, & PR. There would also be a "scandal" mega event in which one of your people would either resign or be kicked out, and you would have to come up with a replacement immediately. For Imperial govermets, you would have the cabinet selector available @ all times from the civ manager screen, which incidentally would help balence out the governments.
When I get out of college, I won't own a house. I'll either have an apartment, or, I'll become a professional backpacker. I'll just buy a plane ticket to Spain, and I'll start hiking across the world. Every square inch if possible. To get money I'll just do some odd jobs for people (mowing the lawn, etc.). That's my ambition at least. And if I won't be a backpacker, I'll just do some other job (making sure to go skydiving at least once a month). It will be great!!!
If I keep up my 4.2s, I should be able to get into either OSU or MIT, get a degree in computer sciences, and get a cushy programming job. I understand that devs are actually in the top-earning 10% of the population! And no, I do NOT want to have to deal with a house!!!! Wat's so bad about an apartment, anyway?
One of the Structural issues with the game is once an area is captured/dominated, little happens - its very linear, all the "action " is up front. GalCiv 3 needs a new "big idea" conceptually to differentiate itself from previous versions to be saleable - incremental change of existing concepts is unlikely to be enough from a commercial viewpoint.
The Events developments do attempt to fill the void that exists after taking an area/zone, and stop (to a degree) players leaving vast tracts empty of defence / mobile forces. If that area could be exploited more to keep activity going, it would give a more "busy" feel to the game, less routine. However it needs more than bolt on events, it needs to be part of the mainstream game. Couple of examples:
Introduce Logistics as a concept to the game. Its wholely missing at present, and in real world warfare, logistics is the most important planning aspect of any offensive made by any military leader. In real world battles, Commanders go first to Logisticians with the question "do we have the Logistics to go on the Offensive". If they dont, planning ceases right there until Logistics is sorted out. Logistics then opens up a whole new tract of conceptual possibilities connected with Supply Dumps, Supply Routes etc etc
Impose the need to maintain and defend Supply Routes from long range special forces type of attacks, and the closer the supply route is to the main "front", the more defence needed. This would spawn a new type of Unit "special forces" that have unique stealth abilities to penetrate existing areas of influence and travel deep into held territory. The deeper they manage to penetrate the more damage they can inflict if defence forces are below a preset level. Initially the concept would be a basic one, but once established and "debugged" it could be developed in many directions as a mainstream part of the game using different tactics, new specialised weapon systems, planned "ambushes" of convoys on the supply routes, "Hunts" for loose special forces causing damage, etc etc.
The supply routes could have supply dumps of various logistic types - food, weapon systems, spare parts etc etc, which need maintaining and kept filled by the supply convoys. These logistics bases would be vulnerable to attack by long range forces who are trying to stop the flow of various logistics types to the main Fleets. If the Long Range forces succeed, the main Fleets start to degrade, even stop due to lack of supplies/spares/replacement manpower, depending on the Logistics damage achieved.
The whole concept after its initial introduction can be developed in stages to a full blown Logistics Dimension to the game, opening up many many doors to new game design innovations and scenarios.
RegardsZy
Good Idea... since it's unlikely that my hopes of having 48 different classes of ships will happen.. perhaps they could just do something much more simple like this, just to make some ships a bit different.
Just as regular games have ground troops, air force, and naval power.. which all act very differently from one another, they should implement something in GC3 to relate to this somehow, small hulls could act as an air force would, regular sized ships would be the most common used for everything (similar to how ground troops are), and large hulled would be the massive killers (similar to huge naval battleships).
Just to make things interesting and give some purpose to various units... things like this could be used to great extents in mods also.
As said above, the Admiral Flagship of the Fleet would provide bonus/penalties to the fleet if he/she is heading the fleet. It's something that should not be too hard for AI to use well, and would create advantages in certain situations.
There are many great features available to you once you register, including:
Sign in or Create Account