I have a small ship I made in previous game with 2 sensor modules. It now "sees" everything 11 hexes from itself. I don't recall this from Beta 5, where I made this ship design.
Bug or WAD? I wonder what would happen if I added 2 more... 22 hex range from my ship?
I've seen the AI use sensor ships I designed too. I think the best solution to this is to make sensor ships standard or make the diminishing returns tied to map size as on insane maps I use them as scouts. Insane maps are that big and normal scout ships just don't cut it.
I agree the people that are calling for this are definitely trying to force their preference on the community. On small maps I can see the argument but on large maps this is a feature.
I understand that point.
But I think that the game should have some consistency.I mean you are extremely handicapping yourself compared to a player who uses his possibilities, if you don't buy a 24 Sensor Range Ship on turn one. Which makes scouting, which should play a part in the game (after all it's 4x and not 3x and you start with something called a scout) obsolete.In addition sensor ranges of stations and similar do not make any sense as long as it is that way.So my beef with it is, that it should be in balance. It should not make scouting in early game obsolete. And it also should not make all other sensors in the game obsolete. You could basically call it a balance issue like if torpedos are generally the best weapon and you would be stupid if you took a different kind of weapon.
Regarding the AI using sensor ships: It would be very interesting what makes the AI using these ships. Does it just randomly build ships in the list from time to time? Or does it have goals like "I need a scout, which is the ship with most sensor range" and then tries to accomplish these goals?
This is indeed an interesting question.
The first thing to keep in mind is that actually, the AI knows the whole map right from the start. So, in a way, he doesn't really need/depend/rely on sensors and if this is the case then building sensorship will actually stiffle his own game, in that he is going to spend some production into areas which will show no improvement in strength for his game. However, this assessment is most likely not correct in a few, or many, cases.
The AI needs to scout out planets before he can send colony ships to these. (he has to make them "known through sensors" although he already knows their location, that's why he builds scouts). Now if the Sensorships are used under this function then it might aid his game fairly well because such a ship can unveil alot of planets at once, esp. in abundant galaxies. On the other hand, there might be situations in which these Sensorships are a worse choice than standard Scouts, eg. with huge galaxy size but very little planets. There it might be better to produce a multitude of fast Scouts and send them to different systems.
I can't say whether the AI uses an auto-explore (or remove FOW-) feature but if that's the case these ships will help him a great deal although they probably clear so much that their next course might lead them very fast far away (and into their doom, hostile territory or pirates etc)
Which makes scouting, which should play a part in the game (after all it's 4x and not 3x and you start with something called a scout) obsolete.In addition sensor ranges of stations and similar do not make any sense as long as it is that way.So my beef with it is, that it should be in balance. It should not make scouting in early game obsolete. And it also should not make all other sensors in the game obsolete.
I agree. For a player having to make a choice between "sending that scout to system A, B or C" adds another random element to the game which can influence the game by a huge factor. You might find good worlds or bad ones or no habitable at all. Knowing everything in all 4 directions and simply picking the best is boring. Exploring the unkown is fun.
In a way, there's sensory techs that are ment to be researched in huge games but not in smaller maps. Perhaps the discrepancy in techccosts could be increased. The problem here is most likely that many players like to plunges right through the techtree and if it doesn't happen fast enough, they'll help themselves by increasing techspeed and by that, goof up their own game. One way to do away with this is tie racial bonuses to very expensive buildings (which do need, eg. a 100 turns to build) and which will grant good sensor range. In a small map, or a map with low planet counts, it might not be feasable to construct such a building, but on a large map with a lot of planets it's practically irrelevant if a single planet is pre-occupied, and it is only in these games that, by mid-game, you'll have to have decent sensor range.
I'm pretty sure this isn't true. Or it is at least Brad's intention that it is not true at some point in the future. The AI have to scout out habitable planets, etc.
As far as has been explained is that the AI only knows about other planets on the higher difficulties, exactly which one we don't know. But they don't seem to know where planets and resources are on normal level, at least not while I watched the AI play in my latest game.
I did notice however that the AI used some of the designs that I created, that was a pretty refreshing thing to see...
Otherwise the AI only use the ships that are predesigned according to some template.
I agree. For a player having to make a choice between "sending that scout to system A, B or C" adds another random element to the game which can influence the game by a huge factor. You might find good worlds or bad ones or no habitable at all. Knowing everything in all 4 directions and simply picking the best is boring. Exploring the unkown is fun.In a way, there's sensory techs that are ment to be researched in huge games but not in smaller maps. Perhaps the discrepancy in techccosts could be increased. The problem here is most likely that many players like to plunges right through the techtree and if it doesn't happen fast enough, they'll help themselves by increasing techspeed and by that, goof up their own game. One way to do away with this is tie racial bonuses to very expensive buildings (which do need, eg. a 100 turns to build) and which will grant good sensor range. In a small map, or a map with low planet counts, it might not be feasable to construct such a building, but on a large map with a lot of planets it's practically irrelevant if a single planet is pre-occupied, and it is only in these games that, by mid-game, you'll have to have decent sensor range.
Why does the exploration phase have to be slow and inefficient? Just because you like to play that way doesn't mean I do. If you get your way that just means I have to do mor modding to play the way I want to. How is it fun to restricted to scouting 1 system at a time when I can build a ship to learn more faster? I'm assuming you mainly play on smaller maps but I play on Insane ones and even putting diminishing returns on my sensor ships is a big hit even my second generation sensor ships don't cover some of the gaps between clusters and spiral arms. Play the way you want and let me play my way. Stop trying to hamstring me because you don't like it.
Regarding the AI, what it knows from the beginning of the game differs between difficulty levels, at normal it doesn't know where the planets are but at gifted it does. Also I don't think any but maybe godlike knows where player assets are, they may know where they planets are but I don't think they know which ones are taken until they reveal them so sensor range does make a difference.
The AI does not know the map on Normal, at higher difficulties it does know the map.
The AI can and will use your own designs against you. This is a fact and I have seen it.
Sensorships are a part of the game. As a previous posters stated if you dont like them dont build them. If the AI can use them, then you will be at a disadvantage.
Sensor diminishing returns will not make it into gold but may show up. It is not game breaking by any means and some folks like playing with it.
Why does sticking multiple sensors on one ship increase the overall range of the sensors? Adding sensors would be like sticking motion detectors on my dog. First I get to to see the area around the dog, then the house, then the neighbor's house, and as I add more sensors I can see ten houses away. Use the same analogy with radar and the point remains. All of you who have added motion detectors to your dogs know the point I am trying to make.
In short, adding sensors to increase resolution (the picture or information gleaned) within a scannable range makes sense; adding sensors to solely increase the scannable range makes no sense. Am I missing something?
Yep, and I've already written that the AI needs to scout out habitable planets; see here:
but I'm pretty sure he can, for exampe, send constructors right to resources without making them known beforeahead. At least, this is what I see within the game, there are multiple forum posts from other users who described this, and Brad's post here
While this can be done for other things (like ressource) but it won't be done in the near term until we come up with a new algorithm for exploring with scouts.
indicates it as well. But I get your point and if this comes in the near future, fine with me.
First off, I'm sorry, my post was in no way ment to offend you or personally attack you, I'm just expressing my opinion of what I feel would be good for the game.
I play all sorts of different setups. If you just stay within a single one (preferred) setup you might miss things that might be off or OP only under specific circumstances. The problem here is that the gap you can create from going minimalistic to max is tremendous; therefore it's best to start from medium/average settings and work upward/downward. If you take the most extreme setup as starting point for balancing stuff it will totally break the game in the diametrical corner.
(Another reason why I rather prefer minimalistic setups for testgames is that, there, errors or other stuff like AI mechanics, are more easily observable. Because it really doesn't matter if an error, or a bug, appears multifold in a game - the thing that is important is that IF it happened 1 time, then it can always happen again.)
This is why I would like to have sensory gameplay changed in dependance of mapsize, so that even in small maps there is still something left to explore, while retaining this relation also onto insane maps (ie. you'll need much more sensory range on large maps in order to able to get an overview).
On the other hand, there are people who like to play very long and epic games. Even a decade before the manual of GC2 stated that the game offers the player the possibility of creating maps that might take MONTHS to resolve. Back then gigantic was the largest size, we now have insane, and we have alot of additional features. All of these factors should naturally prolong the game, so maybe now a game on all max settings should last about half a year. Folks that start such games would probably want a long exploration phase, although "long" here is rather relativ if you keep in mind the total length of such a game.
Well objects that are more far away tend to become smaller in sight This is why an increased resolution will help you in detecting these far away objects^^
That you're playing a video game? Although Radar isn't really a good analogy, telescope is probably better but even then the way it works in the game doesn't show it well either. For telescopes larger means better resolution and generally more focused but could be used to cast a wide net as well so to speak. This can also be achieved by many smaller telescopes in an array so in that case adding more does exactly what the game does. However we don't know how exactly the game's sensors work and it seems to work faster than light so nothing we have currently works as an analogue. Use the array of telescopes and let it be because it kind of does work like that. Also note I'm oversimplifying, there is a lot I'm glossing over mainly because I don't have to research it again.
First off, I'm sorry, my post was in no way ment to offend you or personally attack you, I'm just expressing my opinion of what I feel would be good for the game. I play all sorts of different setups. If you just stay within a single one (preferred) setup you might miss things that might be off or OP only under specific circumstances. The problem here is that the gap you can create from going minimalistic to max is tremendous; therefore it's best to start from medium/average settings and work upward/downward. If you take the most extreme setup as starting point for balancing stuff it will totally break the game in the diametrical corner.(Another reason why I rather prefer minimalistic setups for testgames is that, there, errors or other stuff like AI mechanics, are more easily observable. Because it really doesn't matter if an error, or a bug, appears multifold in a game - the thing that is important is that IF it happened 1 time, then it can always happen again.)This is why I would like to have sensory gameplay changed in dependance of mapsize, so that even in small maps there is still something left to explore, while retaining this relation also onto insane maps (ie. you'll need much more sensory range on large maps in order to able to get an overview).On the other hand, there are people who like to play very long and epic games. Even a decade before the manual of GC2 stated that the game offers the player the possibility of creating maps that might take MONTHS to resolve. Back then gigantic was the largest size, we now have insane, and we have alot of additional features. All of these factors should naturally prolong the game, so maybe now a game on all max settings should last about half a year. Folks that start such games would probably want a long exploration phase, although "long" here is rather relativ if you keep in mind the total length of such a game.
I'm ok with diminishing returns tied to map size, I've posted that before what really gets me is people making blanket statements that things need to be reduced. As you talked about in the quoted post, this game goes from very small to very large and most balance issues need to be tied to those map sizes because what I consider as barely acceptable scouts in an insane map covers a 30 tile radius while that covers most of a small map on by itself. That is a bit much for a small map but it barely covers anything at the insane level. Being relegated to only a few sensors at that level requires hundred of ships or starbases and since the game is fluid ships are the better option, taking into account that at that level you can easily build ships fast enough to move through my best sensors giving me no early warning for invasions, I don't want to play that way. I want to play actively, knowing when threats are coming not reacting to a sudden invasion.
Yes. You're missing that you can detect and identify finer features in a higher-resolution image than you can in a lower-resolution image. Feature size in the image is related to the physical size of the object represented by the feature and how far that object is from the camera, with the feature size being directly proportional to the physical size of the object and inversely proportional to the distance between the object and the camera. If I have two sensor arrays where the only meaningful difference in capability is the resolution, the sensor with the higher resolution will in general be able to detect an object of a given size at a greater distance than the sensor with the lower resolution, unless we first run into some other limit on the sensor's effective range (say, minimum detectable signal strength).
it's not "a bit much" - but totally out of line, and that, right on from turn2 onwards, and defeats anything else sensorrelated (techs, starbasemods, exploring, additional ships etc)
Initially, your sensorship will be enough for you to undercover adjacent systems in all directions, after that you'll have to colonize these system, in which you have time to move your sensorship to the border of your now-new system, and it will uncover new systems again.
Additionally, the colony rush in such a map could take a hundred turns. Which means you'll have enough time to do research into sensory techs, giving you more base sensors and much better modules. Your sensorships will get more powerful. What's the range of the ultimate sensorship you've build so far in an actual game?
And c'mon, a 40 parsec sensorship is already enough for you to see enemy fleets coming. You seem to either exaggerate or downtalk the facts.
This whole argument was started on the steam GC3 forums because one player built a pure sensor ship and then complained about it. I am completely against limiting sensor modules on player custom ships or reducing their capabilities. I firmly believe it is a players choice to use them and if you do not like them please don't build one and then come and complain about.
I have been arguing about this since it was first proposed on Steam. I want the choice to stack sensors if I want to and with no reduction in how they work. I am adamantly against any limits or reductions in how they work. The ones who first proposed changes to sensors did so because they don't want the AI's or other players to use them in their MP games. I do not play MP and I want to freedom to stack sensors on a ship in a sandbox game.
The key word here is choice, I want the choice and I do not want that choice taken away from me.
Choice however is a finicky word.
Strategy games are as much about the limits of choice as they are the choices they provide. Someone might want to play chess where every piece gets to move like the queen (hey more choices now!) but it would be a far weaker game.
The sensor ship doesn't just offer a choice, it also takes many of them away, and in fact invalidate several aspects of the game:
1) Exploration is removed with sensor ships
2) Pirates are basically invalidated
3) The choices of whether to upgrade sensors on starbases or to spread sensors on your ships is negated (no point when you can make a sensor ship).
Now you mention the idea of "not making the ship", but that is an unsatisfactory answer to me. The game is meant to be played by the rules, and this is not some crazy exploit, its a pretty easy thing to do. Having to tie my hands because of something that is (in many people's opinions) flat out broken is not good gameplay.
If there was a building in the game that was crazy OP we would ask the Devs to nerf it, we wouldn't expect players to not make the building.
Further, if we discovered one of the weapon types was too strong, we would ask the Devs to nerf it, we wouldn't expect people to "stop making missile".
The same argument I think holds here.
Choice however is a finicky word.Strategy games are as much about the limits of choice as they are the choices they provide. Someone might want to play chess where every piece gets to move like the queen (hey more choices now!) but it would be a far weaker game. The sensor ship doesn't just offer a choice, it also takes many of them away, and in fact invalidate several aspects of the game:1) Exploration is removed with sensor ships2) Pirates are basically invalidated3) The choices of whether to upgrade sensors on starbases or to spread sensors on your ships is negated (no point when you can make a sensor ship). Now you mention the idea of "not making the ship", but that is an unsatisfactory answer to me. The game is meant to be played by the rules, and this is not some crazy exploit, its a pretty easy thing to do. Having to tie my hands because of something that is (in many people's opinions) flat out broken is not good gameplay.If there was a building in the game that was crazy OP we would ask the Devs to nerf it, we wouldn't expect players to not make the building. I think the same argument holds here.
Here another example of Mr your opinion is wrong!! there for the rest of us are right.!! There just maybe be no right answer to this at all. how ever it goes stays or gets change some one is NOT going to be Happy!!
The Sensors are NOT broke! They DON`T need to be fix!! and Yes It is a CHOICE on rather to Build or Not to Build!!!
Here are two post on this topic also.
http://steamcommunity.com/app/226860/discussions/1/620712364039070703/
and
http://steamcommunity.com/app/226860/discussions/2/620712999976321931/
Read them or don`t I doubt it will change your opinion one way or the other.
Quoting Stalker0, reply 66Strategy games are as much about the limits of choice as they are the choices they provide. Someone might want to play chess where every piece gets to move like the queen (hey more choices now!) but it would be a far weaker game.
Chess involves another player, who would have a right to object. If it was a single player game who does it hurt if some silly person wants to play that way.
Quoting Stalker0, reply 661) Exploration is removed with sensor ships2) Pirates are basically invalidated3) The choices of whether to upgrade sensors on starbases or to spread sensors on your ships is negated (no point when you can make a sensor ship).
Why do you care about this? it is their strategy and their game.
Quoting Stalker0, reply 66Now you mention the idea of "not making the ship", but that is an unsatisfactory answer to me. The game is meant to be played by the rules, and this is not some crazy exploit, its a pretty easy thing to do. Having to tie my hands because of something that is (in many people's opinions) flat out broken is not good gameplay.If there was a building in the game that was crazy OP we would ask the Devs to nerf it, we wouldn't expect players to not make the building.Further, if we discovered one of the weapon types was too strong, we would ask the Devs to nerf it, we wouldn't expect people to "stop making missile".
Are your hands tied by the fact that some use auto upgrade and others don't? Are your hands tied by some people turning off pirates and/or extreme planets, or that some play on rare settings and others don't? It is a matter of choice in a single player game. Are you unable to resist building a sensor buoy but you are able to resist eliminating pirates?
I think they should limit planets to one econ star base, but instead of complaining , I just choose to build one in my own games while others take "unfair advantage" by building many.
The building is not a good example because you would not have a choice of a lesser powered building, You do have a choice of a lesser powered scout.
As for the OP weapon, you would ask them to nerf it and they would consider it based on the impact on the game. I am not against you arguing for this nerf. I am just arguing that it is not a serious impact issue and is more about choice.
They have reduced sensors in the latest patch and I am arguing that is where it should end.
I do resist the ultimate sensor, it's called FOW. I could use it and see everything but I choose not to do so.
Choice however is a finicky word.Strategy games are as much about the limits of choice as they are the choices they provide. Someone might want to play chess where every piece gets to move like the queen (hey more choices now!) but it would be a far weaker game. The sensor ship doesn't just offer a choice, it also takes many of them away, and in fact invalidate several aspects of the game:1) Exploration is removed with sensor ships2) Pirates are basically invalidated3) The choices of whether to upgrade sensors on starbases or to spread sensors on your ships is negated (no point when you can make a sensor ship). Now you mention the idea of "not making the ship", but that is an unsatisfactory answer to me. The game is meant to be played by the rules, and this is not some crazy exploit, its a pretty easy thing to do. Having to tie my hands because of something that is (in many people's opinions) flat out broken is not good gameplay.If there was a building in the game that was crazy OP we would ask the Devs to nerf it, we wouldn't expect players to not make the building.Further, if we discovered one of the weapon types was too strong, we would ask the Devs to nerf it, we wouldn't expect people to "stop making missile". The same argument I think holds here.
The choice is you can either build them and use them or don't build them and use them but, just because you do not like them does not mean you can restrict my choice to build them and use them. Senors are not broken and I do not want to be limited on how I build and use my own custom ship designs in my personal single player game.
Exactly right. Similar to the tech specialization debate, ultimately the default in the game has to be to set, and that default will enthuse some and anger others. We all debate our points, but ultimately the game devs will decide that one method is the "correct" one for the default game. And of course, the rest of us can mod in whatever we would prefer the game to look like.
Why resist? In fact why not remove sensors and the FOW entirely? The game would still be completely playable without them.
Or let everyone have unlimited cash and be able to buy everything. Certainly an option.
Again, the devs can add everything, or take away everything. And every change they make will anger some and enthuse others. Ultimately they have to pick which setting makes the best sense for the most number of players (especially those 73% that only play on beginner). For the rest that don't like it, there are mods.
I'm arguing against full sensor ships, and not everyone agrees. But I think at this point we are debating in circles, so I will wait to see if the devs do make any changes, and argue the points when/if they do.
It's unsatisfactory if I have to dumb myself down in order to have a good challenge.
It is most satisfactory if I struggle to survive even if I use all available or known option to promote my game. It makes me think harder. And if I loose, then I will have to reconsider my gameplay, knowledge of game mechanics etc pp or hope for a better map.
Then, dumbing oneselfs down in MP or MV competetive play doesn't work, here specific things simply become mandatory. In DarkAvatar the MCC was buggy and gave 100% economy, and that forced all top25 MV players to pick evil alignment. It would have been more fun if all 3 alignments would have been equally strong.
It's not the responsibility of the customers to create their own balance. Franco you're argumenting as if all customers are reading these forums and by that, know what they have to avoid or not use in order to get a quality game challenge.
You can argue the validity of the "option" to use linear stacking sensors all you want... It does not take a way the FACT they are completely UNBALANCED in regards to other means of sensors such as stations and planets.
It is a "fact" that sensors stacking linear on ships IS taking away meaningful choice from other parts of the game.
The developer have to either nerf sensors on ships or severely boost them on stations and planets so these choices is a meaningful choice to make.
Given that sensor ships are more or less maintenance free they are always a better option than upgrading sensors on stations, even for just parking them at the station to act as station sensors.
Building a 20 hex sensor ship in turn one do invalidate any scouting even on insane maps, you will not colonize that much in a while most of the time anyway. They also make wars too easy for the player, especially since the AI never build such ships. This also means you use something in your favor the AI would never use that give the human player a HUGE advantage and that is just something the human player don't really need to beat the AI.
In my "opinion" it is just lazy to use these sensor boats and has nothing to do with either fun or smart tactics.
No one can argue against anyone who like to use an OP or unbalanced feature, it is in their right to have that opinion. It does not mean they are objectively correct if they say it is not OP or unbalanced. Opinions do not override facts...
I also completely disagree that sensors should scale depending on the map size you play. If you play a large map you should get a very long game and not be helped by scaling sensors to be stronger. That is in my opinion just crazy talk... other features such as technology cost and expansion penalties are fine to scale with map size. I see no reason what so ever to scale sensor ranges on bigger maps because then you also need to scale ship speed as well. If I play on a bigger map I want an epic game!
You say its a fact but that is your opinion. I read your thoughts on sensors being overpowered and I wonder if you have actually played on an Insane map, in my current game I'm about 180 turns into an insane map with all of the base races and 2 custom races. I've met 5 races but my borders still haven't reached another race's borders, I've only found 1 race's territory and just barely, 1 planet and one starbase that I can see with my sensor ships and that's even going straight thought that territory. Insane maps are so big that even a 50 tile radius sensor ship still only reveals a small portion of the map. You are also ignoring the part that makes them balanced, sticking all those sensors on means maybe 1 engine and no life support so your range isn't very long. That rushed on the first turn sensor ship only moves 2 or 3 depending on if you have a racial movement bonus and took an engine and its range is only something like 20. It will only reveal what is immediately next to you and I've had starts on Insane maps where that only revealed 1 habitable planet with abundant starts, planets, habitable planets and extreme planets. Every thing is a trade off.
Now, stop trying to ruin my fun and play the way you like or mod the game to play the way you want. I will be spending a lot of time to mod the game to my preferences you can do the same.
But the game itself is balanced around having no sensor stacking. If there is an issue with revealing insane maps without those that is a problem which would need to be handled separately.
The bottom line is simple. If I don't want super sensor in my game, I don't build them. BAM! that works, and I can still hate those who do. To insist that sensors don't stack is saying. I don't like them, I don't build them, and I don't want anyone else to build them either. That is childish, cognitive dissonance.
The sensor buoys must be designed. There is no such ship in the game to tempt you. I will never understand why anyone cares what others do in a single player game. I do not build multiple econ star bases around planets but I am impressed that others do. I am not on here saying that multiple econ bases are cheesy and over powered and the devs should somehow eliminate them from the game. I just ignore the fact that others build them and go on with MY game.
I lol when I think that the same people that are complaining will, after they get their shipyards up to 1 per turn, probably be building 40-50 scouts and arranging them in tight formations. It will be just fine to build 40 -50 to accomplish what one could do. If not, how do you plan to get that out of the game.
They are going to do what they are going to do. They have cut the sensor ships back from 30 something to 20 something and that is okay. Since Frogboy has said he uses super sensor ships, maybe they will call it a day on the issue.
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