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!!!
In theory, helium can be made to fuse. Or at least current stellar development theory is based on that. Hell, everything up to iron nuclei can theoretically fuse. Hydrogen is currently a better fuel source because the energy needed to make it fuse is much lower (by about 2 orders of magnitude, IIRC). The higher helium starting energy is currently not attainable (for that matter, neither is H-H fusion, only deuterium and tritium mixes).
I'm still debating the proper use of class zero planets - not all of them should be useful, or at least not equally so. Solid planets (mercury/pluto) should be a asteroid mine on steroids (double an asteroid's output at each level?) with perhaps a chance at bonus/malus that isn't obvious beforehand, like colonization events now (rare minerals, low metal content, etc). Maybe even put these on a time limit (started poor, found good minerals, minerals ran out) just to piss off the scoremongers who like their output to remain steady to avoid waste
Gas giants could go two routes. Either they get pretty much the same output as asteroids (from mining moons) or as a % bonus like a power plant (from a continuous supply of hydrogen to fuel industry). Pretty much every system is going to have at least one gas giant, so we could base other things on fuel mining.
This type of model might open up a Sins-style resource game (all apologies to those who haven't played it), rather than the simple BCs/tech points/manu points currently in use. Not only do planets need manufacturing to build stuff, they also need metal and fuel. Both are also needed to run research and maintain the planetary population growth. These would be able to be moved around automatically or manually (no actual freighters, either the game automatically evens out excesses on one planet to cover need on another, or the player chooses to stockpile on one planet; "move x units of metal from Earth to Wardell III, move will take 6 turns to complete").
The blockade concept would be worthwhile here, especially if there is any sort of involved invasion scheme or planetary fortifications (starbases could be blockaded as well). Cut off incoming metal and fuel streams to stop manufactuing and research on the planet, and whatever activity the starbase is doing (a military base without supplies can't assist, mining base stops mining, etc.). To counter this, each planet/base would have its stockpiled reserve, so a well-supplied planet/base might be able to run a full game year before supplies started to run low.
This would allow fuel limits to replace life support in limiting range. Ships would consume a low, fixed amount of fuel per turn (based on size and equipment on the ship), and considerably more when moving or in combat. A ship that runs out of fuel just sits there, can defend itself at reduced effectiveness, and slowly takes damage until it is destroyed - unless you can reach it with another ship which can give it enough fuel to get to a port/starbase (assume all ships can share fuel like this, dedicated refueling ships are a bit much).
Some these ideas are great!
IIRC, stars fusing helium is a sign that they're on their last legs (heading down the slope to going nova or collapsing into mostly neutronium). But my quibble was about the fact that you have to work at it to make helium dangerous. At least those of us with a terrestrial biochemistry.
Re a notion like a gas giant being a deuterium source, I pretty much expect something like that for GC3. I haven't played sins, but I'm wasting far too much time over on the Elemental boards. The Elemental engine will be the starting point for the GC3 engine, so GC3 should include something like a "resource game" from the start of the dev cycle. Maybe improvements on Class 0 worlds for GC3 will be able to both provide some commodity flows, and 0 worlds without a commodity might be able to provide some non-manufacturing bonuses for research (think McMurdo Station) or even morale (extreme tourism).
Come to think of it, I don't think I ever really explained my weapon system concept, did I?
1. Separate the *chance to hit* calculation from the *damage* calculation. This is an absolute must.
2. Once separated, various things can be used to adjust one or the other. Each type of weapon gets a separate damage range and chance to hit (CTH). Each hull size gets HP value and a -% chance to hit. This might range from -90% for fighters (NOT tiny hulls) up to -0% for huge hulls. Weapons might range from 120% chance to hit for lasers to 30% for guns. (yeah, the math is odd. tweaks and/or just living with it may be required.) Effectiveness of any weapon against any hull would be the sum of these two numbers. I'm assuming a Diablo II style upper/lower boundary, where chance to hit can never be lower than 5% or higher than 95% just to prevent cheese.
3. Defenses are no longer attack-specific, or at least not nearly as much so as now. Defense options might include ECM, to reduce the attacker's CTH. Shields simply block a fixed amount of damage each round. Armor blocks attacks below a certain level, and a % of all attacks above it (e.g. blocks the first 5 damage, and 10% of damage after that 5).
4. Weapons. Since defenses are no longer specific, the differences in weapons can be other than the current R/P/S system. Lasers have high CTH (80-120%) but even endgame have only 3-5 damage (weapons no longer roll 0-max due to CTH calculation, damage range is actual damage caused), excellent for picking off fighters and tinies. Missiles range from 50-90 CTH, but with 10-20 damage, for combatting small/medium hulls. Less effective at hitting fighters, but a hit is a certain kill. Guns take up major space (can fit one, maybe 2 on a medium, not usuable on anything smaller) and do massive damage (20-35 endgame) but have low CTH (30-50%). Nearly impossible to hit small ships, but the only fast way to take out heavy ships.
5. Engines on the ship reduce the chance to be hit (CTBH). Fast ships are harder to hit, regardless of size. A fast huge hull ("fast" being open for discussion/tweaking) might have the same CTBH as a slow large, or even medium.
6. Fighters. Fighters are miniscule things that are carried in a module, similar to troop module. With research, higher capacity modules using the same or less space may become available. A high end module might carry 10 fighters in a 30 space module (again with the tweaking). This would limit carriers in what else they could carry, and also to the higher hulls. Even a medium hull carrier is a stretch IMO.
7. Fighters as ships. They should be one to 3 HP, no logistics value (as they cannot exist without the carrier). Very limited firepower (limited to lasers/missiles), minimal defenses (ECM only, maybe minimal shields, CTBH is their main defense). It should take a LONG time (or a large swarm) for fighters to peck a huge hull to death, but they should be murder on other fighters and anything up to mediums, depending on how they are armed.
8. Fighter regeneration. There needs to be a second module, or a secondary part of the carrier module, which carries spare fighters. Fighters regenerate each TURN (and not even all at once, more like the repair process now), not each COMBAT, so if you want your carrier to be in 10 battles in one turn, they'd best be prepared for losses. Regenerating should take fuel (I'd say metal but it's not worth making carriers carry metal and not other ships). Docking at a starbase or planet regenerates fighers completely (at beginning of turn, not jumping in and out of orbit during a turn. You need to spend the turn in orbit to get a one-turn regeneration.)
9. Repair. Ship repairs should only occur in orbit or starbase, and consume metal and fuel. Same with ship upgrades. No more throwing money at an upgrade to get an instant new ship with the same experience.
I'm sure I missed parts, but I should have left work half an hour ago. No OT for forum browsing
From what I know of high-school chemistry, helium is basically harmless regardless of your biochemistry. Well, I suppose it might cause some sort of problem if you had a respritory/circulatory system that could get "clogged" with inert gases, but I do not know how that would work and do not think it is at all possible.
I definately like the idea of different space objects giving you different resorces, but I do not approve of adding a fuel limit to ships: it would make it waaay too hard to carry on a sustained conflict/exploration, and suck up too many turns going back to fuel points. Besides, anything that can thrave FTL is at least going to have a ramscoop.
Fighters The game already has fighters. The military starbase has fighter modules.
hydrogen will ignite with a match. helium won't. But they both burn inside of stars. mostly hydrogen until the supply runs out and then the helium. The other elments require super massive stars and/or super novas to be formed.
We have a chemistry expert?
Miners of the 23rd+ century would most probably have everything necessary to use even methane, turn it into Ionized particules, work at the sub-atomic levels, drop a couple of carbonic coals in a huge foundry already aboard... and create a few MPs somehow like Asteroids mining do.
Protected with kanvium (an element or a strange compound, right?) defenses, i might add.
Even if the "fueling" principles may seem a bit too additive to ship properties (engines or otherwise), i like the idea of Blockade. Much more so, if such extra resources become precious both in quantity controlled and who mines them first until somehow the indirect bonus tile (the size of an entire PQ0 planet, btw) has gained some important strategic value.
Alchemy paradox of turning lead into gold may not be so far fetched, after all.
Your...no, wait, sorry, my bad...Uranus?
@Willy
Me likes. May comment more later. For now, need to sleep.
Excellent summary, a post to bookmark if i were a dev.
wait a minute... don't know about you guys but I still like asteroids...
oh and could someone please put a little bit of code that tells ships to GO AROUND ASTEROIDS INSTEAD OF THROUGH THEM? please I beg of you...
They do if it is faster
I don't know about you, but I hate asteroids as the mining thing is boring and micro-managerial. Bring on the class 0's!
The asteroids would be better if we didn't zoom everytime one was finished.
maybe there should be two types of starbases. Intersteller and steller. The intersteller would show up on the map the steller would show up in the steller map if we get that map in gc3.
Wow, I got behind.
I've been playing an RTS online an haven't checked in since I started.
Just coming to say that from what I've read, the ideas you guys have come up with, KICK ASS!!!!!
That's all folks.....
Thanks for dropping by, nuclear waste antarctic boss!
You are a funny man/woman Zyx.
You make me wanna puke in a bag and then send it to a charitable organization.
Calling it a substantial donation the whole time.
In other words, I'm just ranting pointlessly.
But keep up the good work guys.
Before you know it, we'll be at 2000 replies.
Won't that be magical.
I'll quit wasting your time now and leave.
nothing cos its crap
everyones ideas are good, (unless they really are crap). I mean... tell us... I highly doubt your idea is not worth hearing.
I mean I ranted for 7 paragraphs about moving civilians around the galaxy! If I have to write that much, THEN YOU DO TOO!!! (I'm just kidding). But seriously I do want to hear it.
Yes, post it and THEN shoot it down, not the other way around.
The Linux penguin, however is green enough that it proves time cannot be wasted!
Effectively giving back the DA "principles" to us, as an option.
The X-Worlds 06-A mod makes a clear attempt at that 'paradox' and offers a swift solution on Extreme Planets and alternate schemas for the rest... but, i've also been asking SD devs to fix that parsing flaw (query images/terrain texts DO NOT match as soon as we scan surfaces of consecutive planets) for years.
I really liked the remaining of your post if only because many of us shared these ideas in previous pages here and other threads!
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The first area I would argue could be improved is the mechanics of planetary defence and assault.
On the former, it is ridiculous that, once a proper fleet has wiped out your little defenders etc, all you have to protect your planet with are its population, presumably armed with the far-future equivalent of spears and longbows. Planets should be able to be fortified with satellite defence systems, lasers and shields. The same goes for starbase defences, which I found highly limited and mostly useless in Galciv2. A smart interstellar empire would surely seek first to protect its planets from space, rather than their surface, and not merely rely on an itinerant space navy.
In essence, breaking through a planet’s (or a starbase’s) orbital defence systems should be hard, not easy. And once this is achieved, the advantages of orbital superiority should be more meaningful. If one does not wish to throw billions of population at actually capturing a rival’s planets, why shouldn’t he or she simply be able to despoil and destroy them from the sky? Starships should be able to be fitted with “bombardment” modules, allowing the ship to destroy, say, an improvement or a few million people from orbit each turn. And, of course, having hostile ships raining death from the sky should cause a planet’s morale to precipitously fall.
This change, as well as being more intuitively realistic, would also provide a much greater imperative to defend planets and maintain space superiority. It would also allow tactical wars to be conducted with more limited war aims.
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