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 want to see more specific ways to treat regular citizens and slaves. For example lets say a planet defected to another side, and you reclaim it in a short amount of time, you should get an option to punish the citizens of that planet for revolting. Also treating the citizens on newly captured planets. Also the choices you make need to have ramifications. Lets say as the Drengin(I hope I spelt that right) you invade a world and treat the citizens their properly you get certain bonuses and it enhances your image making it easier to spread your culture. While lets say as the Terran alliance you decide to butch the native drengin populace, and thus word gets out and you have a harder time fighting that faction and your "international" aproval drops.
Also ethical choices you make after researching Xeno Ethics need to have more techs and consequences for the choice you make. For example as the Drengin Empire selecting the align with good" option should result in any slave based techs being unable to be used, and you will need to start from scratch researching factories and whatnot.
New factions, I want to play as the Dread Lords, that would be awesome and I love their ship style. Also for sandbox play, being a minor race with no starting techs and working your way up would be awesome.
Missions need to have more indepth objectives and actual tell the story as you play the missions.
The ship designer needs work, for example I dont want to have to make a design every time something new is researched. I want the computer to make the ships for me, prebuilt if you will and more affective than the current system. Its kinda sad when the only way I have been able to win is using custom designs.
Class 0 planets should be able to be build up however they must take a lot of money to do so and take a awhile to make useful. This way one can use these planets, but at the expense of a lot of credits and resources. In short it needs to be difficult to do in early game or else things will become unbalanced.
Better tech stealing, I want to covertly steal specific techs from enemies, spies need to be more useful. After all if I fund espionage enough I should be able to steal certain techs like Germ Warfare and Spore weapons if I invest enough resources into it. Also being able to steal the "good" and "Evil" techs despite you alignment.
Perhaps real-time play like sins of a solar empire instead of turn based.
Well thats it for now.
Dunno if this has already been mentioned but i think it would be cool if in the ship editor the parts could be scaled in different directions, not just size. for example you could have short stubby wings or long thin wings using the same ship part
how about voices for the game
Well I've played the game for 3 days but I spotted some cons tthat I disliked about this game which I would like to see changed in Gal 3.
1. Battles are way to slow can take and eternity to get from one place to another, I understand this is what the games suppose to be like so I'm not hoping much here..
2. Its hard to see things especially the ships, everything looks cluttered up, when enemies attack most of the time I don't \ know where they popped from....
3.. In 5 of the games I played the evil races always got eliminated in the 2nd half of the game.. While terran and altarian always become my enemies terran will ally with everyone and altarian will get everyone to hate me and gang up on me. Its unfair
4. I do not like the design my own ship interface, many people do but I don't.. Doesn't anyone find it frustratin that you've to design a ship over and over and over again each time you get a new upgrade, this should either be automatic or shortened so you don't have to start from scratch all the time..
5. I would like to see locked alliances where you choose from the start. More often then not its me and 4 races against 1 weak race, which doesn't offer much of a challenge, or 5 races against me (and I'm just some noob who could only manage 2 planets.)
there is a button in the option menu where the game won't remove anything all you have to do is remove the parts you want to replace. I forget the name of the button.
I think such complex game can't be in real time. The AI can make a lot of actions at a time while a player should press the pause batton to make a deсision what to do. It is easy when you have few colonies, but what can you say if you have tens or even hundreds colonies? In my opinion GC3 can only be TBS, so the player will have enough time for considering and planning his actions.
PS Sorry for my English.
The only reasonable area where RTS would be useful if not outright essential is in combat, be it in space for fleet battles or on planetary surfaces during invasions.
Simulation plays for the users, tactical control lets users play along WITH the game.
I forgot this LOl more diplomatic interactions depending on what you have done, I also love the humor in the game LOL torture today magazine LOL
We need more wit like that, example your an evil empire and you talk with a good one and they quip you wont believe what I saw on the cute and fluffy channel or something like that LOL
i think i have a few things.
- For every civ i think they should have their own personal king of ship like they all should have a ship better than the ones now. like they should have ships somthing like the Dread Lords
Multiplayer Everything else is perfect.
Now that I have thought some more, I think more indepth information or backstory on each race should be included, I want to know what the average day is like for a citizen of each of the empires, there way of life (in more detail)
NO MULTIPLAYER!
There is a favorites toggle for 'jewelry' in the ship design screen. I would like to see something similar for 'everything else'.
At a minimum, something that toggles/autohides all but the best six parts in the weapons/defenses/engines listing for the ship class you have selected: 'cheapest', 'smallest', 'most powerful', 'most powerful'/price, 'most powerful'/'size',
Once one has Ultrawarp hyper-subpace-jump-wormhole drives, does one really need to remind contractors that Ion drives are passe?
Jonnan
One more reason why i HAD to create alternate thumbnails for components since, in fact... the shipyard itself needed a complete overhaul to optimize at least what i upgrade by decisions based on weapons(example) already on any ships.
Auto-design function could also use some "intuitive" concepts inspired by AI algorithms or better yet, script processing; put the best (as in latest) on or forget the rest while suggesting reasonably matched (with enemy's potential, that is) new stuff or warning about breakthroughs -- kindof.
I would say a richer spaceship combat system. One where we could control a bit more, less abstract.
Maybe some upfront decisions like formations, strategies like disabling, attack motherships or attack smaller vessels, power to shields vs power to weapons, special tactics like hit and run, etc
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RTS combat is where SOASE shines, and might make GC3 more cool, as long as the overall game was TBS.
Making GC3 real-time overall would make it too much like Sins of a Solar Empire. SOASE is fine, but it has a completely different flavor than the GC series. IMO, RTS games get boring much faster than TBS games.
all i can think of right now is a scroll speed option
Options/Interface/Edge scrolling speed... slider.
One thing I thought of: for the tech tree(s), have a tag for Tech Victory techs (you know, the ones like "deeper knowledge", "beyond mortality", etc.) that makes them disappear if tech victory is disabled: I am sick of seeing them sticking out there with nothing of any use @ the end..... is a little "<VictoryTech>(1 or 0)</VictoryTech> too much to ask?
Something else: you should be able to use esbionage to figure out who payed a civ to go to war with another civ.
THIS, i could have used.
who uses ship styles.
Only really acceptible if TC is like Elemental TC, i.e. with a functional pause system that still allows commanding.
I just revisited this site after a while so if this seems familiar, my apologies.
1) A more randomized starting location. Even on the Immense map size with only me and 1 AI player I still encounter the AI with 10 turns 40-60% of the games I play.
2) I would LOVE to see the ability to choose between 2 or 3 user defined races rather than the same User defined race each time. (Perhaps a drop down list on the race selection screen where the custom race portrait resides?)
3) I like the idea of nixing range in favor of the ship can travel X# of weeks before needs to restock/refuel/replentish
4) The UP drives me insane! Some suggestion are:
a) User initiated topics
the ability to revist topics (I hate it when the AI votes to limit starbases to 4 modules early in the game!)
c) the option to bow out of the UP without losing all of your trade routes (Maybe just prevent the user from creating any more if the idea of forcing the player to be a member of the UP simply must remain).
d) I like the idea I've seen several people post about allowing the minor races access to the UP
e) I also like the idea of having several different version of the UP that can be started/sponsored by players
5) The espionage system. Where to begin?
a) Have different types of spies. 1 type specializes in industrial espionage. Another in acts of terrorism. A third bribes officals to pass laws friends to you/harmful to your opponents. Each spy has a base chance to be captured plus an additonal chance anytime they successfully do something for you (Hmm? How did the Terrans happen to know we were working on XXX?)
Stuff takes time! Even if your spies are successful, they may not be able to accomplish what you want in time for it too matter (Sorry sir! There was no way I could get the plans for that new cruiser to you until now. What? What do you mean it launcehed 3 months ago?).
c) Your spy may be turned into a double (or even triple) agent. Just because they caught your agent doesn't mean they kill him (or you theirs for that matter!)
I'll post more later as I think of them.
Ok a few more things I thought of:
6) There are times when I just want to stay in my own little corner of the galaxy to built up my armada. Sadly the stupid little asteroid mining ship goes all the way out to the edge of its range mining asteroids that I can't even see! I'd love a way to limit automated vessels to a certian "range". For example, if the mining vessel would only mine those asteroids that you can actually see even if there is another group 1 square away from where you've explored. Maybe something along the lines of "restrict vessel to X# of sectors/parsecs from world of origin."
7) This is something that has always irritated me. What's the use of having level 4 sensors when every race you meet reguardless of their level of sensor technology sees you as soon as you see them? If you're going to seperate the effective range/Linoe of Sight for different sensor levels, have it mean something!
8) Occasionally I'll use colony ships as scouts, I'll click somewhere is the vastness of unexplored space and send them off (especially once I've built the Eye of the Universe!). Every so often that random click is a really crappy planet (PQ1 or 2). I'd love it if there was a way to double check with the player before actually colonizing the planet. (I'm thinking a flag to mark that the destination was covered in the fog of war and when the ship gets there if said flag is true then prompt the player maybe?)
9) As many others have stated, the ability to add copious amounts of flavor text and/or background history for any user created races and have said history used by various prompts in-game. (Alpha Centari was very good at that!)
10) I'm not sure if this is a setting I've neglected or if it's due to somethign else but every time I run across an Major race, if I have built starships with weapons/armor then all is well. If I haven't then usually within 5 or 10 turns the AI starts threatening me. How does it know what ships I have? Is there an added level to espionage that I don't know about?
11) I seem to recall reading somewhere that the AI knows where the resources are because "they had explored that region of space prior to the invention of the hyperdive" or something like that. That's fine when you're playing the Terrans but how come you don't know where those same resources are when you're not (playing the Terrans)?
12) Where are those stargates anyway? The ability to use those as an alternative method of travel would be interesting (as someone else has suggested). I would, however, place some linitations on it such as:
I) Limit the number of vessels per turn that can use the gate. A branch of the tech tree could research ways to increase this number. For an added twist only half of that number can be going in either direction. ie, a level 5 gate could have only 5 ships going from A to B and only 5 ships going from B to A. If the civ at endpoint A has researched gate tech then the gate might allow them to send 6 or 7 or 8 (depending on thier level of gate tech) in either direction while civ B (without any gate tech) is limited to the default gate rating.
II) The advent of hyperdrives means that the stargate system has fallen out of favor and no one is really sure how to make it work anymore. After extensive research, the knowledge to use the system is reclaimed. However, the gates must be linked together at each end meaning you still have to travel there the old fashioned way atleast once!
13) I like the idea of pirates, possibly as a "spoiler" race. A minor (possibly major?) race that players can negotiate with, pay tribute to and bribe to create havoc with other races major and minor. A (small? increasingly greater?) chance for them to turn on the player and "bite the hand that feeds them" shouldn't be overlooked either!
14) Some of the random events are too game altering especially if you get tag-teamed by them. I once had a random event (my diplomat upset them at a state dinner or something) and suddenly I was at war with the race that had, the turn before, been paying a tribute to my greatness. Since they had been sucking up to me I didn't have many ships there and viola, a few turns later no one travels faster than a speed of 5 for the rest of the game. On an immense map, that's torturous! I would like a way to prevent combinations like that from happening (or to ensure they happen on higher levels of difficulty maybe?)
15) Speaking of random events, I'd like a way to edit them. Even if it's only to weed out the ones I really don't want to happen. The ability to add or alter existing events would be icing on the cake
16) Another one of my pet peeves, I'd like a way to increase the IQ of the AI without affecting their economy. Ideally I'd like a smart AI that has the same, if not few resources than I do. Sometimes I want to win while only working up a little sweat. (Hey, I'm playing this to have fun, not audition for the role of Galactic Saviour (What? No one besides me remembers "The Last Starfighter"?))
Ok, that about does it for now. Thanks for listening to my rant!
on 12 i would also limit the use of gates to ships without engines.
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