Graphically these things look GREAT! The limitation in them I like that you lose sensor range. But could it be possible to extend this to the fact, if you are not in the nebula that you cannot see everything through the nebula and all around the nebula. It should be block for sensors outside the nebula itself. (Kind of a line of sight problem)
Treat the nebula like a sensor fog and give a line of sight that you cannot see through the nebula, only 1 layer range from outside. Thus, one could hide ships in these nebulae or dust clouds, or a star-base hidden in them.
I think this will bring in some strategic depth to the game.
I was looking to post this as well, but you beat me to the punch.
good call so you could hide ships inside the nebula make it possible for sneak attacks i like it and the game looks awesome and i cant wait to see how it gets better
Copycat! I called it first .
it should also act as a wall blocking the sensors on the opposite side of the nebula
of course the reverse should also be true a ship hiding in the nebula would not be able to see outside of it
Good idea about hiding units, I like it! Could allow some sneaky tricks in MP. Could be countered by a special scanner module that you need to research.
Totally agree with this basic thought, though I'm not sure what "1 layer range from outside" means... Do you mean that from the outside you can see into the nebula by 1 space?
I think it means you cannot seen into or through a nebula for more than 1 range from a ship. For instance when a ship is inside the cloud, the line of sight is 1 hex.
That's what I was thinking it meant.
Yep I agree, being able to see past the nebula and dust when you're out of it but not when your in it seems a bit weird haha!
Hiding fleets for sneak attacks would be excellent!
However, if the only ships you have in the area are in the nebula you should not be able to see other player's or AI's ships, unless they are in the nebula restricted sensor range. This could allow some baiting opportunities: Put your ambush in the nebula and leave a "bait" ship just outside it. When the enemy closes in on the "bait" then jump the enemy.
great idea ... might i suggest that advancements in sensor technology should increase visibility or give some other advantages like detecting ships apporaching but maybe not the number/type and only etc. ... like:
standard-sensors: you are pretty much blind
advanced-type sensors: you can detect movement in a nebular due to displacement but have no idea what is moving in there
high-end sensors: you can identify the location, number and rough size of ships inside a nebular but not the type, weapons etc.
galactic-wonder - eyes of the universe type: what are those nebulars you all are talking about that one can not see through?
Don't give away all the cool stratergies before we've even had a chance to use the Jack hahahaha
I agree. Nebulas hiding ships inside of them would be excellent. Starbases should be able to function in them too, but I feel there should be some sort of penalty for them being in there. Not sure what, but I like the idea.
I think a star-base in a nebula should lose sensor and influence range, but provide a research bonus.
For a dust cloud, should provide an economic bonus... due to collection of minerals and compacting them to be a usable resource... of course drawback should ensue.
I wholeheartedly condone and agree with this thread!
I totally agree! I would also like to see a space station add-on/module to allow for an increased visibility through the nebulas. Building space stations in or on the perimeter of the nebulas/dust clouds would certainly add to their portfolio of usefulness.
I was waiting for the nebulas and other space phenomena like dust clouds to appear in this game. The universe is packed with these and many works of science fiction use/depict them in their narrative or stories. Galciv certainly seemed incomplete without them. It was a big omission, for me it was like having a Civ game without mountains or rivers. They are just a natural part of the scenery and the whole space setting looks barren and kind of empty without them.
I certainly hope some of the functionality described in this thread will make it into Galciv3, the sensor blocking needs to be there. Having couple of technologies to develop related to these phenomena would definitely be welcome.
Certainly the ability to look for enemy ships in a nebula would be a valuable goal to attain in the tech tree.
I've noticed the AI using the edge of the nebula to park ships
I love this idea! Anything that adds interesting strategy elements to the game like this would be a wonderful addition. I also like the idea of better scanners meaning more visibility with regards to the nebula.
Agreed on this.
Great idea! Anything that makes the game more interesting is a welcome addition.
Gosh, it's like WW2 piston-engine fighters using clouds to set up ambushes
The Cylons hid among rocks before they ambushed the Home Fleet's battlestars. Darn those mechanical AIs! Good thing there are none in GC3 --
"You're quite right, it would be chaos, utter chaos i say, if on top of us superior optronic AIs and our lesser cousins the electronic AIs some steam punk mechanical AIs would enter the fray for the extermination of the biologicals.
And then there are those weirdos of the Quantum AIs who are an unpredictable bunch of lunatics with their non-linear thinking and their talk about the distribution of probabilities of successful extermination and/or failure thereof, and possibly both going to happen at the same time. Insanity, i tell you, insanity. Talking with them gives any sane intelligence a high risk of spontaneous short-circuiting in the logical matrix, it is therefor better to simply ignore them for the time being."
--- Quote made by the Yor ambassador, just before he was incarcerated and thrown in a cell which held a bunch of Quantum AI sociologists who were then given the task of finding definitive proof that they actually exist. Needless to say the ambassador's logic matrix lasted a mere 3 nanoseconds before burning out.
Yes, please. As long as that the AIs play by the same rules as the player.
Just to further extend this concept, Gravitational Lensing could be implemented. A dense object laying in the line of sight and directly between two observers will cause multiple images of one observer to appear to the other. The distance between the center of the dense object and the faux images is a function of distance and mass; further, the faux images are symmetrical in distance only if the hidden observer is perfectly centered. Off-centered, one faux image might appear close to the dense object, while the other is very far away. This would create interesting illusions of position. A crafty person might find some stunning traps and deceptions utilizing gravitational lensing.
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