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!!!
Looks familiar, gang?
I think we're getting very near to consensus on the Invasion tactical model & principles.
I'd re-use Transports, though.
Maybe instead of risking a trench-warfare scenario if the balance is even a bit off, you might want to make it so that it becomes increasingly difficult to attack (in other words, your ship gets weaker) the further you get behind enemy lines. Therefore you would have to fight them out in the sticks before reaching the capitol, and since only attackes at the fringe would pose any threat, you would only need to defend border planets. (Thuis might also hepl with the rich-get-richer problem, as a larger empire would have a disproportionately larger border due to simple mathematics.)
except those in a corner.
Well, corners are nerfed in the colony rush, so why not counteract that a little?
I think it would wrk quite well.
And that's generally how things go in a war.
The farther you go behind enemy lines, the more difficult it is to send resources to keep your war machine going.
Both Napoleon and Hitler proved that when they tried to attack Russia.
Russia helped by burning everything. Not sure if you can burn a whole solar system. Blow one up maybe burn it I don't think so.
as for supplies. The usa carriers act as both tanker and frieghters for their whole fleet. A space carrier if the fleet is using hydrogen or helium only has to be a refinery so that leaves even more room for food.
actually in galciv2 we do have a way to repersent tankers/frieghters. However the effects should be comultive.
I am going to post soon... also just scaning over all the replyies... just double checking, got a few pages left. Lots of good stuff!
I thought after a 1000 replys it would slow down but its still kicking, keep it up!
Just making sure I will not repeat anyones ideas on my bit on espionage, planetary invasions, planetary defenses, planetary bombardment, and defensive tactics against invasions.
1. Simple multiplayer. No need for a gaming service, I just want to be able to connect with a few freinds via the internet, LAN, or hotseat.
2. Keep battles turn-based. I like RTS games, I really do. Starcraft and Sins of a Solar Empire are great RTS's. But sometimes I want a game I can play while doing homework and not have to babysit every unit during each battle.
LOLZ
Been there, done that.
The day when a game like that comes out...
It better be good. Or I will assassinate every member of that company myself.
Nothing personal of course, just business.
But seriously.
There are no good, "Play while doing homework games".
It is near impossible to make such a thing.
Multiplayer is not a game, it's a chat device for bored people that compete for CPU cycles while their bandwidths get hi-jacked. Latency and lack of sufficient hardwares create more online deceptions than the automatic winner with the best gear. They simply get their usual gang laughs when a P3 & 24,400bps logs in to be shot on site or toyed with until it gives up.
RTS is for adrenaline rushers who must click faster than the triggers they indirectly simulate. Their reflexes are summoned while their brain doesn't really have to think about any decisions of consequence.
GC3 could offer both though if only to draw that sort of crowd into the REAL action. Fleet battles at the tactical level and ground invasions might do the trick.
I think we need one more slider in the race config area.
Not all races are going to kill everything on the planet and then send in their own species to resettle said planet.
The Yor would. The drengin and korin would keep them as slaves and food stock.
One thing I would like to see from a cosmetic point of view (that would also be pretty easy to impliment) is to have a series of different weapon animation "movements"
Note that this would not affect the actual tactical behavior of the weapons, and of course could be modded using a number or tag system in the component files.
I guess I will add my opinions on the matter.
First of all, I would like to say that both Sins of a Solar Empire and GalCiv II are among the best games I've ever played! Kudos for Stardock for creating such great games. So, here's what I think would make the game better:
-Dynamic Map: Other than asteroids and the occasional anomaly, the map is basically just a passive background in which stuff happens. I think the map should be made a little more dynamic, such as having black holes, or having a supernova go off once in a while. As well, certain regions of space can affect the speed of your ships, or the sensor range. Or even combat ability.
-Ability to trade/lease special resources: I like the special resources that give various improvements to your society (e.g. military or economic resource), but, once you "conquer it" with a starbase, I would also want the ability to lease it to another civilization for profit for a certain number or turns. Something similar to what they have in Civilization, where you can trade strategic or luxury resources for a number of turns in return for profit, or other resources, etc.
-Ability to fund terrorism or rebellions: In Sins of a Solar Empire, I liked the fact that you could fund pirates to go out and harass some other empire for you. I think that this feature should be in GalCiv III, except in much more depth. Like, you can use spies to fund pirates (or terrorists, or black markets, or rebellions, etc.). These terrorists could be funded with anything, either with cash or technology, and they would help do your bidding for you.
-Black Markets: There should be black markets, which would have an impact (mostly negative) on your economy. As well, you should be able to either attack it (or support it), and you can even decide to buy stuff from it, like weapons. The size and effectiveness of the black markets would depend on the government style, your economic health, your ethical alignment, and of course the influence of other alien governments.
-Ability to improve effectiveness of the fleet: Sure, one way of doing this is to make your ships more powerful, but there should also be a way to increase the likelihood that they will win the fight. Like, have research options that would allow your ships and fleets to have better tactical ability (like dodging weapons), or better strategic ability (like, they will form certain formations, etc.) As well, you can organize the ships in your fleet to attack in a specific way (e.g. first send out small ships, and then big ships, or something like that).
Those improvements I think would certainly make GalCivIII even more awesome, and make the game more fun and complex at the same time.
Is it just me or am i reading again someone who'd be interested by a TACTICAL combat system?
I want some *optional* control over the actual simulations we have. I want to lose the hard way, and i also want to defeat opponents with my strategic decisions instead of trusting random rolls of a dice based on unknown calculations.
Hit their engines. Progressively lower their defenses. Launch missiles X rather than Y. Fire plasma toward cargo holds. Etc.
No offense but Multiplayer? Do you guys even realized how pissed off people would be if there was no Metaverse.
Support for custom races with unique home systems, tech trees, etc without replacing anything
Everything else is pretty much fine
I'd like to see a better trade system with actual goods to trade. And I think there could be a few special planets around the galaxy that have certain unique trade goods, like the Spice in Dune. You could only trade a good to another planet that didn't already have the trade good. Also, there should be the ability to trade within your own empire. Maybe that trade would be at a smaller percentage of regular trade, maybe not, but it makes no sense to not be able to trade to your own planets.
Diplomacy has improved over where it once was, but I think it could still be improved more. The best diplomacy model I ever saw was Alpha Centauri.
This game doesn't really use trade to generate income but friends supposedly
There's always some faction pissed off about something or other. The hardcore MP crowd are, well, hardcore. Just like the hardcore MV crowd. I'm just hoping most of that arguing dies down by the time GC3 goes RTM. The Elemental crowd is still very small, but there's no shortage at all of fiercely held competing opinions.
And speaking of Elemental, we should all be ready to see no MV in GC3, which will be based on the Elemental engine. It might come back, but there's no sign of an analog for Elemental and so far there's every intention to provide some form of server-based multiplayer. I'm just hoping that the game doesn't lose too much dev energy to that stuff, and it sounds like the devs feel that way also. Demigod's been a 'rich' learning experience, apparently.
Re some commodity trading, I'd be surprised if we don't get something like that in GC3. See Brad's Elemental thread Re-thinking 4X economics. My real hope for GC3 is to see them take the Elemental work a step further and enable civs that do not use any form of currency internally and maybe not externally. Still can't for the life of me imagine why Yor or Thalans would have use for money, but then I've watched too much Star Trek...
before you go patting yourself on the back for thinking star trek has no currency.
Let me remind you in the very first episode, The docter purchases some cloth and tells the clerk to charge it to Beverly Crusher care of the Enterprise. So all tho they don't have any currency they have some kind of pay.
I remember that episode, can't remember who said it, though. Anyway, they would have to have some kind of credits in order to do business with other civs, wouldn't they? I don't think the Ferengi (or the Korx) would give you something because they are feeling all warm and fuzzy about you.
As far as your comment re: no trade income, what are you talking about? There is trade income from trade ships, and if memory serves, there is an inherent "trade" income from tourists, too. Besides, it's just something I'd like to see. I'm always looking to make more cash! I think trade within your own territory should come earlier, too, since you don't have xeno barriers to break down.
I agree the trade income needs to be revamped. If a civilization has no currency and is trading with one that does, then one would assume that the currency would come from the civilization and not from the individual who really wouldn't understand the need for money since she hasn't used it.
However, even an imperial currency would have to be based on something. Our currency today is only based on itself. No gold or silver standard. Say if you were Drengin, would your currency be based on the value of your slaves? Some other race maybe base their currency on their influence. In this way there is a dynamic to the currency value, like we float currencies today. Sometimes it is worth more, sometimes less, sometimes it crashes, sometimes there is hyper-inflation.
A toggle for the ship upgrades screen (if there is one) to hide all designs that aren't the same type as the current design. So no constructor, freighter or transport designs when you're upgrading a fighter. And/or, the ability to specify a particular upgrade progression for a given design, if you're currently unable to upgrade all of them at once.
The ability to easily launch a whole bunch of orbiting transports that are as empty as they can be.
Your current system of government causes various issues to arise randomly, with ethical-style choices but with consequences/benefits for your style of governing.
A battle overlay for the main map which colours neutrals as grey, allied forces as green and enemies as red. It should display a warning symbol on the tactical map when freighters and other ships which can't fight back are threatened (assuming that you have a high enough espionage level to know these things).
The ability to alter the flight style of your ships for the combat viewing. Possible a toggle so that the currently targeted ship undertakes evasive manoeuvres (even if it doesn't do anything, it still looks cool).
On the currency thing, I just want the game mechanics to consider both use value and exchange value and treat any 'modern' currency as pure exchange value, the way our world currently works. If you have a sufficiently sophisticated culture/species, e.g. the Yor, distributing resources is a matter of putting specific things in specific places. Putting money in the mix just adds a needless layer of abstraction, unless you have a strong cultural need for it.
On the trek-nerd channel, sure you can find examples of things like Crusher saying 'charge it to me' on an alien world that uses money, but you never hear them talk about pay grades in Star Fleet, the cost of a ship refit, or anything like that. When the Ferengi are in a story, it seems pretty clear to me that the Federation folks think their love of money is quaint at best, or unwhoelsomely primitive at worst. How could Quark's nephew joining Star Fleet been the scandal it was otherwise? There's no Profit in the Federation.
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