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!!!
I for one think that land battles should be more hands-on. Rolling the die and selecting whether or not to impale the planet with meteors (basically a % multiplier with a % detriment to planet quality and structures) is too old-school for me. I don't want something as detailed as, say, the Total War series, but at least let me control the battle more, rather than deciding the odds based upon luck.
This is one of the concepts that sounds good, but execution would be a pain. Sure, I'd love to fight out the first few invasions on a small map; several hundred on a bigger map is not something I would look forward to.
So fine, make it optional, like watching the fleet battles, right? That wouldn't work, either, because you don't have control of anything in the fleet battles but would in the land battles. Then it would break down into two cases: can you skip it or not?
A ) If you can skip controlling the battle without suffering adverse concequences (controlled battle has about the same outcome as not controlled), why would anyone control them? The first few for the cool factor, sure, but putting this feature in for that would be a lot of work for very little payoff.
B ) If you cannot skip the battle (player control has significant impact on outcome), it's no longer optional. Yeah, you might be able to skip some battles if you have a massive advantage, but you would need to control most of them to insure you won, or to maximize your surviving population. That's pretty much the same as not making them optional at all.
I hate to rain on anyone's parade in a brainstorming topic, but this is an idea I have absolutely no desire to see implemented. It would simply take a grand strategy game and bog it down in details.
Another idea on the thought of vicotry conditions.
Right now, influence victory gets an influence win. But influence isn't really calculated based on anything in reality, it's just kind of 'there'. Influence in reality comes from things such as trade, manufacturing power, and even technology, somewhat of 'the essence of a civilization on a whole'. Take China for example, China has a very high population, they produce alot of goods, and distribute them everywhere (alot of stuff you may buy in store is 'Made in China') - same with the U.S. and other nations to an extent. Influence should be based off your society as a whole, an 'average' of your everything your Civ has. This way galactic achievements, super achievements, trade goods would all add to your influence.
With this in mind, a diplomatic victory could still come from 'Uniting the Galaxy under your rule', but should be different from simply making Alliances. Of course, I haven't really thought of any great idea of how to make a better diplomatic vicotry condition (in which the AI can actually achieve, the AI has no chance of EVER winning a diplo victory against a human opponent), but I'm sure there are many feasible alternatives.
I vouch that multiplayer be dramatically enhanced in this game. Direct multiplayer will not work for GalCiv, as then each player would be forced to wait long periods of time before going again, due to the game's depth. If Stardock meddles with the depth of the game to increase multiplayer potential, then the fans of the game would protest since the game that they know and love would be devolved in something like the space age of Spore.
The best solution to this problem is the expansion of the Multiverse. Include more features than just the current high-score affair: maybe include a "Time Attack" mode where multiverse empires face off to see who can grow how fast within a given amount of turns, at a set level of difficulty. Maybe even try a "Face-Off" mode to encourage more direct competition between empires: Each team will produce the same number of players (whether it be 2 or 20) who set up 1 vs. 1 matches between players of the same skill (determined via medals)and, they auto-designate different times in which to play. In each individual game each player selects a race. Then, singleplayer games are generated, in which the options of the game mirror that selected by the players. They play against AI, but the two singleplayer games are actually linked: if against the AI, player X conquers colony "ABBA" of his AI opponent, then when Player Y logs on to play during his designated time, she finds that "ABBA" has been taken by her opponent AI. Player Y is put into the position that Player X's opponent AI has left her with. This way, indirect competition ensues, in a way that directly affects the situation of the player.
Basically, its a Player + AI vs. Player + AI tag-team match where they technically control the same civilization in game.
P.S. For Face-Off, AI difficulty level for each is auto-selected that best suits each individual player and is adaptable (e.g. If player 1 has beaten difficulty "challenging", and player 2 has beaten "beginner", then player 1 would be assigned "tough" and player 2 would be assigned "normal"). In the case that player 2 is actually better than player 1, but has used a less played account to gain an advantage, then the AI would adapt and raise its level to even the field. In the example, to ensure that the game is under the maximum control of the player, his AI counterpart that battles the opposing player will examine his human counterpart,
I see some nice ideas here that would help to make one of the best computer games even better. So, first the things I agree with:
Combat – we certainly need at least some basic tactical options, like close in - withdraw - attack a particular ship. Ideally, ship size, speed and weapon type should also be factored in (imagine a fleet of fighters probing the defenses of a capital ship, easily dodging its cannon fire and then fleeing in all directions!). Certainly, it all must be done with the AI in mind - computer opponents must be able to use those features efficiently.
Range – it sucks as a concept. I believe, it should be removed altogether and replaced by the number of weeks a ship can survive without attending friendly planets or starbases. Better still would be to split it into ‘personnel’ and ‘technical’, keeping the ‘support’ modules for the people and adding ‘power source’ modules. Then most components should have a ‘power consumption' property, especially engines, weapons and some defences.
Economy – at the very least, we should have the ability to transfer food and production between planets.
Politics – elections should really make sense, so that war-wearied people vote for pacifists, citizens of a manufacturing capital – for environmentalists (there should be more parties, including greens).
I could go on, but I’d rather proceed to the things which haven’t been mentioned before and which, IMO, badly need correcting.
SAME PLANET QUALITY for all races is unbelievably stupid. Almost any science fiction book dealing with aliens will tell you that their environment preferences are different, often hugely so. Even if they can walk on each other’s planets without a spacesuit, their comfort ranges (and comfort, I believe, is one thing you should look at when determining planet quality) are surely different. So, I’d propose adding a whole lot of properties for each planet – gravity, mean temperature, atmosphere density, humidity, atmospheric content of oxygen and several other elements, lighting conditions, axial inclination (for those who don’t know, that’s what makes seasons possible and, effectively, increases the usable area of the planet), land/water ratio etc. They could still sum up to some aggregate 'planet quality', but that would vary between civs, because each would have a comfort range and increase/decrease weights for every property. Eg, humans feel comfortable at 0,8 - 1,2 g, average humidity (50-55%), 10-20°C (Earth now has around 15°), 20-22% O2 etc. Every additional temperature degree decreases PQ more than an additional humidity percent, while temperature has a higher increase weight for humans. Yor, on the other hand, would be quite resistant to low or high temperature and absolutely indifferent to atmosphere density, but high humidity and high oxygen content would be very bad for them. Someone, let’s say, Drengin, could stem from a high-gravity planet orbiting a dim (or distant) red star, and so feel uncomfortable below 3 g and in bright yellowish light. Each race could be made unique, as they should be.
The number of usable tiles shouldn’t completely depend on PQ. Planet size and terrain should be the factor here, and PQ (or, better still, particular planet properties, race-specific) could make it cheaper or more expensive to construct and maintain improvements (say, you can have a whole lot of factories on a huge piece of rock, but people don’t like to work there and they have to wear bulky protection suits).
If we allow different races to share a planet (which is an absolute must), then PQ should be calculated proportionately. Perhaps, the Drengin garrison stationed on a conquered watery world feel uncomfortable, but it’s the billions of indigenous Torian slaves that really matter.
Actually, I devoted quite a lot of thought to it and even intended to make a mod, but just couldn't find the means to do it (speaking of which, GalCiv2 isn't really that moddable - you can do little beyond adding 'content'; I hope GalCiv3 will be at least as moddable as Civ4). If anyone’s interested, we could discuss it in more detail.
BRUTAL PLANETARY INVASION is another thing which really shocks me. I think that after just one invasion the only ethical option available to the player should be ‘pure evil’. I strongly believe there must be some alternative way to conquer a planet, without slaughtering all of its inhabitants. You could enslave them (remember the Torians?) or even grant them equal status, which still doesn’t change their alien nature. Civs should have more of a political rather than biological meaning.
Very good ideas Nesterov.
I like that PQ/Comfort Level idea of yours.
It would deffinately make things more interesting.
And for Planetary Invasions....
I don't completely agree with you Willy. There are ways to make Invasions more controllable. Like deciding where the Transport lands. There would of course be more strategical areas to invade on certain planets (like attacking a factory from a plateau). Ground invasions should also last several weeks, instead of what appears to be a couple of minutes. And each turn you should be able to decide what areas to attack on a certain planet. The more transports you have, the more ares you should be able to attack.
And I would like a Total War approach to this as well. SEIGES!!!!! All you would have to do is station your attacking fleet in orbit around a planet, and wait until everyone starves to death, or until your enemy decides to forfeit their planet to you if you let the conquered citizens evacuate (you can refuse or accept this, because the "surrender" would be sent via the diplomatic screen.
I don't have anymore ideas right now.
I love how my post has 80+ replies already.
Keep sending me those ideas.
They're truly awsome!
This has been mentioned before on here, but I still want to mention it because I believe that it's a "must-have" -
A GalCiv3 Metaverse
When you think about it, the GalCiv2 MV has really been an awesome bonus that becomes available once you have the actual game. Many players unite under an empire of their choosing/liking, and they battle their way to the top. Players even become "friends" with the other members on their team and they become more "social" on the forums. The MV is just a very fun way to interact with other players, even though you can't actually "play" against real people.
Now, I also agree with the points that Dragon On Wheels made - the GalCiv3 MV needs to have more gameplay options to provide more interesting experiences and to increase its all-around popularity and playablity.
Finally, the GalCiv3 MV should have its point's system run more like that of the AltMeta. You shouldn't have the overall score of each successive game decrease more and more each time you post. Players that keep posting and are loyal to the MV should not get "penalized" for playing more games. However, players that don't stay active in the MV would see their scores from previous games decrease over time since they didn't stay loyal with the MV. This would not only make it easier for new players to make the transition into the MV, but it would also prevent certain empires from picking up loads of people who only post one or two games, then they never come back. This would eliminate those empires from getting "free points", making the overall competition for first place more realistic and competitive.
That's all of my ideas... for now. Best Regards.
~ Cypher ~
I 100% agree with you. The GC3 MV should be more like the Altmeta.
Once this post becomes dead.........
I'll give everyone who responded to it Karma.
Well, I will expect my karma in the year 2011 when GC3 comes out , since it will probably keep going until GC3 is released.
I thought it was going to be released in 2010? or have they had delays in development?
either way I thought of something else want in galciv3, A LAN multiplayer system. Just so I can play with my family.
Elemental is due in February of 2010, and GC3 is going to be based on that engine, so it's likely we won't see GC3 until 2011, and perhaps even 2012.
I think that when SD finishes making the Elemtental engine, they'll make Galciv 3 almost imedietly.
I hope they do.
Well maybe late 2010 but ya probably 2011... but hey I can still keep hoping! Now about multiplayer I feel how people want it and others don't so how about this... If ya can fit it in without deverting to much resources on launch do it... if not then on the first expansion for it.
Wait a sec how can you starve a planet... now I can see you cutting off the outside market of your other planets and other empires but the planet should be able to keep itself supplied with its own resources and its own market... well unless you bomb the shit out of them.
OHH NOW I REMEMBER damn I stupid.
Now didn't they say there were stargate(yes they said that they broke them down into ships after hyperdrive was invented). Now how about a few stargates left around the map or make a slider if you even want some. Also anomalies the wormhole ones get ride of those and just make them normal wormholes that they are 1 way and or even a 2 way wormholes plus a slider too. I like SLIDERS!
Yes I'll keep posting as I remember.
Also if my grammer suck yes I know to lazy to double check so grammar Nazis assasinate me later ooooKAH!
Wow last idea for today and I NEED TO SLEEP!
This deals with cloaking and sensors. Now in supreme commander your radar has say 2 levels outside ring for to detect targets but not cloak targets and an inside ring for detecting anything. Now for cloaking device say you need to research it to get the module. Now lets say theres 3 or 4 levels. The first one only allows medium ships and above to have it. But it takes up alot of space. Level 2 now small ships can fit it and takes up less space. Level 3 all ships and less space. Level 4 something special, less space or hell just forget level 4. Now with sensor tech. Each level boosts sensor range of everything(planets, ships, starbases, etc...). with each level say level 1 the inside ring is 1/4 of the total sensor ring. Level 2 3/8. level 3 is like say almost 1/2. Now if theres a level 4 make detecting a cloak like a roll(kinda like chances of culture flipping a planet). and inside ring is now 1/2. Now would this be a more fair cloaking system?
Nice ideas.
THey really are flowing in.
Now........
MORE!!!
MORE!!!!!
MORE!!!!!!!!!!
Nice... there was another thread that discussed some cloaking ideas, here was my suggestion, quite similar to yours.
As for cloaking, initial early cloaking systems could simply make ships harder to spot on the map when within sensor range, similar to what ID software did with the Spectre monster in Doom (the harder to see demon). Based on difficulty the AI would have a 'percentage chance' of spotting the unit each turn it is within their sensor range, and this chance would increase while it continues to be within sensor range. Higher difficulty would give higher chance to spot.
Better and better cloak systems would be more and more invisible, until being completely invisible, in which the appropriate technology would give certain sensors, which would also have a pretty good chance at spotting these ships. Of course to make sure something like this is not incredibly abused, many steps would have to be taken to ensure not every ship in the fleet has cloaking technology, so it would need to be a very expensive part and take up alot of ship space or something.
In order to fire, the ships would have to de-cloak, and would be then seen by opponents until it gets out of their sensor range. Running into a cloaked ship (even by accident) would also cause the cloak ship to be spotted.
If they added this feature in, and left in the Eyes of Universe 'see every ship on the mini-map', wouldn't that suck! lol
Lots of good ideas, but for #1, if we want any realism, a gas giant sized planet can't possibly be ideal. I would like to see it possible to settle the moons of a gas giant. For instance, with a single colonizer you could settle a gas giant with multiple moons each with from 2-5 habitable tiles. The population of the colonizer would be distributed among the moons. Any moon with suficient tiles could have a space port so in effect a single planet could produce multiple ships simultaneously. Depending on the number of moons (up to 20-25?) you could have a single planet system with PQ of from 25 to 75.
Add some mining super tiles along with the usual bonus tiles and a few gas giant systems could make a powerful empire.
I would also change the asteroid mining system to something more like colonies. The current system is boring and not worth the effort. I usually upgrade my mining ship to a colonizer and never bother with asteroid mining
Really? That is true if the amount of asteroids is set to the minimal level, you hardly notice the difference. But if the map is set to the max num of asteroids available, they make a huge difference. For planets that receive alot of the mining resources, it's like getting several 'industrial sectors' worth. I do agree though it's not anything exiticing, and i will never lose sleep over it.
I pretty much like the current system. I guess the only thing I would like to see improved is the graphics and some more options. Like having both a ring planet and a moon, with more than 1 moon. Also have a diagonal ring for gas giants. And the shadow, to come out from a different direction and make it look more realistic. I would also like to add the Ctrl-Shift-U option enabled as not a cheat and as a Interface option. (This combination allows you to change the camera view to rotate 360 degrees in any direction.)
Hmm... Let's see, colonizing moons and asteroids too... And having two suns in one star system... And hmm... I'm really just complaining, I like graphics, I really do
About cloaking devices : Cloaked ships would be seen only at closed (sensor)range. For example, a ship would "see" a uncloaked ship within 5 parsec, but it would see cloaked ones at a fraction of its sensor range (1/6, 1/5, etc, with some tech to improve that)
About moon : Those natural satelites could get some specifics buildings (starports to build ships out of atmosphere, moral boost improvement - Lunaparc, anyone ? - etc...)
Do something with PQ0 planets. Very long terraforming process (several month, even a year or two) to make them habitable, with a probability to destroy the planet (oh, a free asteroid field). Search parties that may find some ancient artefacts (bonuses like anomalies, old but functionnal ships or provoque those mega events)
And yeah, the 360° camera without cheating
I just remembered something.
Orbital Shipyards.
It would be something like a starbase out in a sector of space close to a planet or two of yours.
It would be used for building the really giant ships. It should be the only thing able to build a capital ship.
Instead of in a certain amount of turns (usually 1-3) you will finish building a mongo sized capital ship which would be impossible to build in that short an amount of time.
The rate at which this starbase would pump out ships (nothing ridiculous, let's keep the shortest time to 10 turns) would be influenced by Asteroid mining being linked to it, the number of factories on any nearby planets within a certain radius, and any economy starbases outfitted with manufacturing boost modules.
Also dependent on techs (like the asteroid mining), would be the number of ships you're allowed to build at one time. Like if you have the max tech of that branch, you would be able to build 2 Huge Ships at a time, 4 Large ships at a time, 8 medium ships at a time, 30 small ships at a time, 100 tiny ships at a time. But you would only be allowed to build one Humungous sized ship at a time no matter what. Yes they should add a Humungous ship size (or something like it, as long as it's larger than huge). You could also be able to build any combination of the above ships at a time. For example: 1 Huge ship, 2 Large ships, 4 Medium Ships, 8 Small ships, 16 tiny ships, etc. Anything that you'd want really. You would also have to upgrade it with constructors in order to be able to build a certain amount of ships at a time. Something like an extra crane platform module, etc. You would only be allowed to build one of course (sortof like a super achievement building on a planet, example: Hyperion SHrinker). You would however be able to capture them through the use of boarding parties (in the form of invasion Transports).
If I missed anything.....
Please let me know. I like this idea of mine. I want it to be good.
If none of this is making sense.....
I'm tired, it's 5 in the morning here.
I just finished a bloody Project for tomorrow.
And my ass aches like a bitch.
Maybe I should go to sleep now.
And wake up at 6 30 anyways.
Good Night All
Immagine having 2 or 3 of those.
You'd be making kickass fleets in no time.
ROFL
LMFAO
LOL
ROTFLOL
ETC.......
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