Suggest - Features and Improvements

A forum for chatting about in-development game features.
zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Suggest - Features and Improvements

Postby zolobolo » Sat Feb 19, 2022 9:28 pm

Serenitis wrote:
zolobolo wrote:...or have it as a map generation option?

This.
The mapgen option would likely be the preferred way to do this, as then you can achieve this effect in almost any map (present and future) rather than have it be confined to a single one.
Maybe a tri-state toggle/dropdown with the default being 'random', and having 'centre' and 'edge' as alternatives?
Then the Ellipse map with player set @ centre becomes the above.

P. much the only map it wouldn't work for is Ring, since every start location in such a map is technically an edge.
In that case this field could be disabled.

Good point, the logic migth not be intuitive on ring :)
My first thought would be that "center" position is simply in the inner edge of the ring while "edge" is at the outer edge - meaning the depth is withing the ring itself but admittedly it doesnt make much sense there (Still having dynamic options is a pain to program so might as well have a semi-intuitve effect instead)

Serenitis wrote:
zolobolo wrote:Option "A" is bar far more interesting for the player...

I prefer B :P
I like starting at the edge of the map. The fewer directions my attention is being pulled in, the more fun I generally have. And vice-versa.
Not a fan of lots of things going on at once.
We're all different etc.

Yes I know lots of players (and DEVs) prefer starging from edge location - was repeated countless times during DEV of Galciv3 for example
For me the goal it so have maximum immersion and fair difficulty - hence the center location serves well: it provides diffculty without gimicky handicaps to the AI and by being sorrounded I get to feel like a tiny empire in a wast galaxy (even if my neighbours aroud me are actually already at the edge of the world - will only have to confront that reality once I get there :)

But having this as an option everyone can enjoy the map as they wish - having a random option is also perfect for those who do not want to think and decide on the options so having it as a default also makes perfect sense

User avatar
PrivateHudson
Posts: 205
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Suggest - Features and Improvements

Postby PrivateHudson » Fri Feb 25, 2022 1:13 am

Ashdars and gremaks living in one colony should suffer a morale penalty due to mutual animosity. Small enough to not encumber casual player, and big enough to bother perfectionist micromanager. Of course, the penalty should not apply if ones or the others are slaves.

Kaelzoroden
Posts: 2
Joined: Thu May 10, 2018 7:23 pm

Re: Suggest - Features and Improvements

Postby Kaelzoroden » Wed Mar 02, 2022 7:44 am

I'd love to have a single button somewhere that would let you pay the sum total needed to finish construction on every planet in your empire that is building something, rather than going through and manually doing it on each. It would really speed up the later-game periods of large economic empires that have money to burn and planets to upgrade.

Also, the ability to queue multiple levels of terraforming would be nice, though I can see how that would be tricky in any instance where the next tier will have branching terraforming options.

gaerzi
Posts: 209
Joined: Wed Jul 10, 2019 1:30 pm

Re: Suggest - Features and Improvements

Postby gaerzi » Thu Mar 03, 2022 2:17 pm

I'd love some drag-and-drop feature for building queues.

Like, suppose you've set a new colony to build a farm, market, mine, and factory. Then for whatever reason, you need to panic-buy a warship there. You can change the current production and panic-buy, but now the planet is set to make market, mine and factory. Exit the farm. So you've got to tack it at the end, or to just empty the queue and rebuild it.

gaerzi
Posts: 209
Joined: Wed Jul 10, 2019 1:30 pm

Re: Suggest - Features and Improvements

Postby gaerzi » Fri Mar 11, 2022 3:39 pm

I think the Gremak Escort Cruiser should get a viper snout, and perhaps a few additional Light mounts.

It's the only ship of their fleet that doesn't have it (besides the Gremak Assault Carrier), and that makes it compare unfavorably to the Gremak Destroyer (which has three Light x4 mounts and a Viper/Pulson mount). With three Medium x2 mounts, the Escort Cruiser is supposed to be used as a missile and small craft interceptor but in that role it does no better than the Destroyer, and it loses the versatility of having the Gremak's signature weapon. It also compares unfavorably to the Light Cruiser/Scout Cruiser hull, which has a whooping 4 Medium x2 mounts plus the launcher mount, and can be built without orbital infrastructures.

Basically it's a cool-looking ship but I can't find a way to justify building any of them in the mid-early game when each ship has to justify its maintenance cost and metal investment.

zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Suggest - Features and Improvements

Postby zolobolo » Tue May 10, 2022 8:12 pm

Any chance for an option to prevetn mayor factiosn starting from the edge of the map?
Might only make sense for elipse and box galaxy format but there it should help the AI to expand more competitively, prevent players from turtling (if they dont like that sort of play) and balance out the structure of all the empires

Dragar
Posts: 118
Joined: Wed Mar 21, 2018 12:20 pm

Re: Suggest - Features and Improvements

Postby Dragar » Sun May 22, 2022 10:28 am

gaerzi wrote:I think the Gremak Escort Cruiser should get a viper snout, and perhaps a few additional Light mounts.

It's the only ship of their fleet that doesn't have it (besides the Gremak Assault Carrier), and that makes it compare unfavorably to the Gremak Destroyer (which has three Light x4 mounts and a Viper/Pulson mount). With three Medium x2 mounts, the Escort Cruiser is supposed to be used as a missile and small craft interceptor but in that role it does no better than the Destroyer, and it loses the versatility of having the Gremak's signature weapon. It also compares unfavorably to the Light Cruiser/Scout Cruiser hull, which has a whooping 4 Medium x2 mounts plus the launcher mount, and can be built without orbital infrastructures.

Basically it's a cool-looking ship but I can't find a way to justify building any of them in the mid-early game when each ship has to justify its maintenance cost and metal investment.


I think the idea is that escort cruiser is both cheaper than those ships, and tougher than the destroyer. I think not enough to justify though (especially later, when component costs matter a lot more than hull). Maybe the real answer is that components should multiply hull cost, not add to it...

Serenitis
Posts: 75
Joined: Sat Jan 04, 2020 10:09 am

Re: Suggest - Features and Improvements

Postby Serenitis » Fri Jun 10, 2022 10:44 am

gaerzi wrote:I think the Gremak Escort Cruiser should get a viper snout, and perhaps a few additional Light mounts.

This.
Give it at least the integrated missile tubes + a couple of extra light mounts.

The Gremak CLE is a ship I don't even research when I play them. It's completely outclassed in every possible way by the standard CL.
When the basic starter ship is a better escort than the dedicated escort, that's a bit of an issue.
I'd be quite happy to see the CLE just be removed if it's not going to be re-worked.

------------------

Minor logic/sequencing issues:

Fusion missiles give access to thier namesake + anti-missiles.
Its pre-requisites are Guidance Sys. + Fusion.
It is possible (and likely) that the player will learn how to make fusion anti-missiles without knowing the anti-missiles research.
Suggest altering Fusion Missile pre-req. to Anti-Missiles + Fusion
OR
Moving the anti-missiles item into Guidance Sys. and removing the Anti-Missiles tech entirely, and have Retargeting come directy from Guidance.

Weather Control has the pre-reqs. Quantum Computing + Cloning.
What does cloning have to do with weather?
Suggest changing pre-req. to Quantum Computing + Atmosphere Generation (since you're learning how to control the atmosphere)
And then have Longevity req. Cloning + Quantum Computing.

emky
Posts: 22
Joined: Fri May 07, 2021 8:12 pm

Re: Suggest - Features and Improvements

Postby emky » Mon Aug 08, 2022 7:44 pm

We're just a couple days shy of 2 years since the last update. I'd love to see a new update, even if it's a small one with the text fixes people have submitted and integration of one of those universally-loved mods (like the population panel). I hope Sven and Jim are doing well and all that. SiS is the closest game I imagine to a Platic Ideal of a 4x game.

zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Suggest - Features and Improvements

Postby zolobolo » Thu Sep 08, 2022 5:29 pm

emky wrote:We're just a couple days shy of 2 years since the last update. I'd love to see a new update, even if it's a small one with the text fixes people have submitted and integration of one of those universally-loved mods (like the population panel). I hope Sven and Jim are doing well and all that. SiS is the closest game I imagine to a Platic Ideal of a 4x game.

Dito :)

zolobolo
Posts: 1544
Joined: Fri Nov 25, 2016 3:49 pm

Re: Suggest - Features and Improvements

Postby zolobolo » Mon Nov 14, 2022 1:23 pm

Any chance for the pop MGMT mod to be integrated into the core game?

I have just been thinking today it would also be very helpful to show the available types and amounts of slaves being offered on the strategic map below each Marauder base (could be an option to toggle it off if players are not interested in seeing that)
For those who regularly check on this value for each base due to collecting types of pops or just wanting to get close to Marauders playing Gremak it would spare the browsing through their offering in the diplomacy menu each turn

User avatar
PrivateHudson
Posts: 205
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Suggest - Features and Improvements

Postby PrivateHudson » Fri Nov 18, 2022 4:13 pm

I would like to have an option to far-see fleet battles. When it's on, every battle between any fleets, my allies or not, in sensors range or not, generates notification, complete with ability to watch the replay. So wars between alien empires will be less obscure, when only stars on starmap change the color, will let you root for one or another side, and make an opinion about combat tactics and technologies.

User avatar
Arioch
Posts: 1403
Joined: Sun Feb 01, 2015 12:56 am
Location: San Jose, California
Contact:

Re: Suggest - Features and Improvements

Postby Arioch » Thu Nov 24, 2022 12:34 am

PrivateHudson wrote:I would like to have an option to far-see fleet battles. When it's on, every battle between any fleets, my allies or not, in sensors range or not, generates notification, complete with ability to watch the replay. So wars between alien empires will be less obscure, when only stars on starmap change the color, will let you root for one or another side, and make an opinion about combat tactics and technologies.

I think that would be a problem with visibility, since you'd be seeing battles happening outside your sensor range that you technically shouldn't know about.

User avatar
PrivateHudson
Posts: 205
Joined: Tue Feb 12, 2019 7:59 am
Location: Chelyabinsk, Russia

Re: Suggest - Features and Improvements

Postby PrivateHudson » Thu Nov 24, 2022 6:19 am

Arioch wrote:
PrivateHudson wrote:I would like to have an option to far-see fleet battles. When it's on, every battle between any fleets, my allies or not, in sensors range or not, generates notification, complete with ability to watch the replay. So wars between alien empires will be less obscure, when only stars on starmap change the color, will let you root for one or another side, and make an opinion about combat tactics and technologies.

I think that would be a problem with visibility, since you'd be seeing battles happening outside your sensor range that you technically shouldn't know about.

That's the exact thing the proposal is about. To report battles regardless of sensor range. That way the moments of turtling in your own corner of the map when great clashes between mighty empires unfold out there somewhere will be more engaging. Bonus: watching those grand fleets in action will instill awe at your own feeble fleet inadequacy.
PS. I think, one of SMAC's good features was not fearing to supply player with information about rivals, down to number of Planet Busters. Makes the game more spectacular.

gaerzi
Posts: 209
Joined: Wed Jul 10, 2019 1:30 pm

Re: Suggest - Features and Improvements

Postby gaerzi » Sun Nov 27, 2022 7:31 pm

You could put a Galactic News Network overlay to report on the Whatever/Those Guys' war. ;)


Speaking of battles, something I'd like to see in this kind of game would be mock battles, I mean, military exercises. You've got an ally, you have an allied fleet in the same system as your own fleet, you get an option to stage an exercise and then battle happens as normal, you can fight against your ally's fleet. Except at the end of the battle, everything is back to how it was, no ship was actually destroyed or captured or forced to retreat, and there was no breach of treaty or declaration of war.

It'd just be something to allow pacifist players to have some non-consequential tactical fun.


Return to “Testing”

Who is online

Users browsing this forum: Bing [Bot], Google [Bot] and 66 guests

cron