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'm personally started setting these hard limitations on my games.
Max number of components by type
- 2 sensors (only scouts get 2 everyone else can have 1)
- 2 engine (0-2 based on role)
- 2 logistics (if I need more range I have to build starbases)
It forces me to pay more attention to how I design my ships. I do feel mega sensor ships are too powerful if multiplayer is going to be a thing but since most people playing this are GC2 players (assuming) it may be a non issue. This might be something that could be set by the game host. For single, player I feel you should be able to design how you want.
It's not about what others do. It is about two other things:
Multiplayer and ambition. What I mean with ambition is, that I want to utilize the options I have, I want to become a good player. You could also compare that to a minmaxer mentality of RPGs. Player want to get the maximum out of their characters - within the rules of the game.
Thing is right now, that, if you do not use Sensor ships, you are a shitty player. You will never be able to compete with a player who utilizes this possibility. But using it makes other elements of the game absurd as it is not designed to incorporate Sensor ships. If it was, there wouldn't be "scout ships" sensor stations and so on as these don't contribute to the game as long as Cargo Ships filled with sensors are used.
First of all I do not agree that they are the huge factor you seem to think they are. I only started using them in the last 3-4 months and my performance in games has not dramatically increased.
I don't get the competitive thing if you are speaking of single player. If you mean scores, I would prefer that they nerf Metaverse scores for sensors before screwing with the game sensors. If you mean bragging rights, you can always call attention to the fact that they are using OP sensors.
I enjoy single player games precisely because they are not competitive and I don't give a shit about scores.
[/quote] First of all I do not agree that they are the huge factor you seem to think they are. I only started using them in the last 3-4 months and my performance in games has not dramatically increased.I don't get the competitive thing if you are speaking of single player. If you mean scores, I would prefer that they nerf Metaverse scores for sensors before screwing with the game sensors. If you mean bragging rights, you can always call attention to the fact that they are using OP sensors.I enjoy single player games precisely because they are not competitive and I don't give a shit about scores. [/quote]
I completely agree and I think those who are advocating limits are just spreading FUD ( fear of utter destruction. "OH no... senor ships will destroy my Civ and wreak my 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.
that way it set up to be Mod-able..!
I agree One mans opinion is another mans argument!!
Wrong!
I play ONLY on insane maps... for me that is the only way to play...
I also use a maximum of TWO sensors on a ship plus survey sensors... I have no trouble so far...
Sensor stacking is UNBALANCED... please give me ONE reason to put sensors on stations and NOT use dedicated sensor ships instead?
I only want the game feature to be balanced and choices to be meaningful. Even when I only restrict myself to two sensors on ships station sensor ranges are too short. They need to be increased by allot to be useful since stations are... you know... stationary.
Ahumm... did you notice the word OPINION... I even emphasized it... and opinion can not really be wrong in that context...
Honestly, sensor ships don't give enough information to break the game. You actually get far more information about what an AI has on the Diplo screen then you will ever get from a sensor ship. Also, avoid classifying sensor ships as mark of a good or crap player. I know a lot of people won't be able to make them because their systems performance will tank because of all the extra polygons and rendering. A good player is not going to need sensor ships to determine where the enemy is because the enemy will be where they want them.
You are taking this way too personal. People are taking a specific standpoint because their intention is make the game better, more balanced. You might agree or disagree on the proposals, but to assume it is being done "to ruin your fun" or "hamstring you" is ridic/paranoid.
True, otherwise certain stuff like sensormods for starbases don't make any sense.
There is none, but you see, you are argueing against people who find it valid to stiffle their game through their own hand.
You are, again, downtalking things. Here is a quote from one of your fellowman taken from the above link to the Steamcom-thread:
http://steamcommunity.com/app/226860/discussions/2/620712999976321931/
"stacking Sensor is a strategy!!! it`s NOT A CHEAT!!! that being said so my surveyer that can see half the map can travel 60+ moves and has a range of over a 1000 is now a cheat ship because of the anomilies! it has explored!!"
Where please is this "trade-off" in the above ship?
This will work well if you're playing together with people you know + agree to those conditions, but vice versa, the more you're tinkering with the starting condition the more you're increasing the chance that you'll be having to face difficulties in finding players to join this game. Alot don't like to adapt to changed conditions which disables them to use their "tactics". Even if they do, you'll see ragequits if they start to loose.
If you don't giver a shit on score how could you possibly measure your perfomance in an objective manner?
Knowing were habitable planets or hostile ships are is a huge advantage. I'm really startled to see someone making such an argument. But I'm going to give you the benefit of doubt, perhaps this game can be played in ways I cannot even imagine (which is good BTW); but you should try to give out the same tolerance to people who are positive on competition, MV, MP or generally try to play efficient in simply using the game as is officially delivered.
What do you mean by
That's easy, You don't think sensor ships should be in the game. That is a perfect reason.
You could always put a sensor ship on a star base and pretend they have powered up the star bases, or not.
This is all about pretend you know.
Read about cognitive dissonance and see if you understand how our opinions are shaped. I will concede that it works both ways.
A few things about me and sensor ships...
Then you really don't get what I talk about, do you... ...and it have NOTHING to do with cognitive dissonance, that is just you being arrogant.
I don't care if they increase the sensor output of stations to 25 range as the first upgrade in order to compete with a dedicated sensor ship. They just need to fix the balance between sensors on ships and stations. They also should give the AI some dedicated sensor ships to level the playing field a bit.
Although I personally would "prefer" lower ranges on sensors rather than higher... I claim it make the game more fun when you can't see the enemy comming from half the map away...or on really big maps very far away.
I also have no problem simply ignore stacking sensors on my ships, the AI really don't do this anyway so I don't feel the need to. I always play with some kind of modded files so scoring is really of no interest to me, neither is multi-player.
I'm just stating the obvious that sensors stacking on ships invalidate the choice of using the sensor modules on stations without modding the game. This is purely a game balance issue and they need to correct if somehow.
I have to admit since I heard about the cargo hull sensor stacking exploit I've used it, you can buy one first turn and know just where to send your colony ship's.
They are talking about nurfing it in future not completely but by giving diminishing returns on stacked sensors, it is over powered as it is.
Let put this issue in the proper perspective it deserves and I hope this illustration puts it to REST!
I did a little messing around in a new game and built a sensor ship with a cargo hull. Stacked with 11 interstellar sensors. The very type custom ship everyone refers to as being over powered with sensors. No techs unlocked. No cheats at all
Here is a screen shot of the above ship on the the immense map.
Here is my custom survey ship I actually use in my game. Note. all techs are unlocked and only using four subspace sensor modules
Here is my custom survey ship on the immense map:
Now you tell me what the damn difference is??? The map is still explorable, My custom survey ship only gets 6 additional hexes and I am only using 4 subspace sensors.
Cargo ship 11 interstellar sensors stacked, Range 30 hexes. No techs unlocked
My custom survey ship 4 subspace sensors stacked, Range 36 hexes, All techs unlocked.
Now apparently all of you advocating limits have been mislead about sensors being over powered and in need of either limiting or diminished returns.
I wouldn't call anyone arrogant if I had been arguing this point while using a modified game. I apologize, I thought I was debating an adult.
@MrStarTrek
This uncovering of all nearby star systems already grants you an advantage of at least a dozen of turns to your enemies, probably even more. Especially if you couple it with strategies like this:
http://steamcommunity.com//sharedfiles/filedetails/?id=438892333
Of course it's effect on smaller or more dense galaxies is bigger. You took the most extreme example. We could as well only talk about tiny and small galaxies.
Yeah i heard it too!... So the whiniers Won!!
Again I`ll Say It!!............ The Senors are Not Broke!! Stacking Sensors Is... A... Choice!!!
But as Long as we are going to have either Diminishing returns or lower out put on Sensors Lets Not stop There!!! regardless of ships size lets only have One engine 1 weapon with no upgrades and 1 defense with no upgrades so that it is fair to all that play So only about to see 5 sectors or move 5 moves or fire a weapon that does only 5 HP damage and the defense the same!! O while were at it Nerf how many HP points a ship can have by 1/10th of what the have now too!
No Planets class about 12 and your only allow to every 1,000 Credits earn in one turn.!!
And I am going to tell for the last damn time if you dont like them, DONT BUILD ONE. No one said you have to use them or build one. My illustration proves you wrong!
Now just a hypothetical question: Would you like it if current missiles did 100 times the damage they currently do?
And if no, why not?
Double Post
Well if they did and you did not like it Don`t Build It!!!!!Besides If you Nerf Sensors then be fair and Nerf every thing else!!!
I wouldn't like anything that was rammed down my throat. The sensor ships are optional. You can build them or not.
And...no I would not care if some player wanted to build missiles that would blast anything out of the sky from turn one. Apparently, you can mod, er..modify the game to do this if you choose to do so.
So your going to advocate we limit all ships to one type missile weapon. where does it end? Some of you actually want a limit of engine modules on ships too, advocating one engine per ship. Why stop there I mean for fraks sake lets limit everyone to one fleet with only one weapon. one engine your other ships are not allow to be armed and you cannot use them in the game...
Where the hell does it end????
Back in the day we had a word for gamers like you... Nazi Gestapo Gamer = A gamer who limits everything they don't like in a game and refuses to let others use it too.
Oh... who is using the famous "Straw Man" argument...
I still fail to hear from the sensor stacking crowd how to solve the issue of station sensors being completely useless with the current model, or is it the same answer there... it is OPTIONAL and you don't have to build them. Is that really how you balance options in a game?
Oh... and yes... please compare starting level of sensor with late game sensors... why don't you stuff a max capacity late game transport full of those sensors... you end up with a ship with perhaps 100-150 sensor range. Not that it matter much at that stage of the game...
With the current model you can easily have a ship with about 70-80 hex range at early mid game.
Oh... who is using the famous "Straw Man" argument... I still fail to hear from the sensor stacking crowd how to solve the issue of station sensors being completely useless with the current model, or is it the same answer there... it is OPTIONAL and you don't have to build them. Is that really how you balance options in a game? Oh... and yes... please compare starting level of sensor with late game sensors... why don't you stuff a max capacity late game transport full of those sensors... you end up with a ship with perhaps 100-150 sensor range. Not that it matter much at that stage of the game...With the current model you can easily have a ship with about 70-80 hex range at early mid game.
SO!!!! Its my damn choice!!!!
I don't plan on playing much mutliplayer because I like large games and I don't expect many multiplayer games on insane maps just by the nature of the game however I don't have a problem with sensor ships before the last nerf in multiplayer. As long as all players can do it I don't see a problem with it and I don't see why other people insist its so horrible. Its just revealing the fog of war that's it, nothing special. That's something you need to do to plan ahead in your game. Most other 4x space games deal with it differently but but you get a decent amount to time to react to incoming fleets or other threats, in GalCiv3 the fog doesn't work like that so really I see sensor ships as fixing that issue. The real problem I see is that the basic sensor ranges for planets and starbases are way to short, the basic sensor range doesn't cover hardly anything and if something gets through whatever sensor net you put up, you won't get any or hardly any notice that a threat is there.
Maiden666 you aksed me about a survey ship that gathers goodies and ends up with a move of 60+ and has a ridiculous sensor range, there isn't a trade off in that but it is also by design. This is exactly the way the devs intended which is another reason I think the sensor ships are not a problem and that they are true to the design. However if you don't like it turn off anomalies.
To your other question about my taking this very personally, I don't think people calling for nerfing sensors are personally out to ruin my enjoyment of the game but that is the effect if they get their way. The past few weeks have come with a lot of changes that take a lot of my enjoyment from the game and I'm not modding until release as that kind of defeats the point of beta testing.
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