After spending several hours with the game

My initial assessment

The game in the current state that it is in is already a FUN game to play. I started out my first few games to get the hang of the initial concepts on smaller maps. I wasn't to impressed at first, but once I got used to the interface and the hot keys and ins and outs of the game, I started appreciating it more and more. Moving on to a much larger game with 5 teams, I was surprised at how much more fun it was when you add more computers into the mix.

I allied first with a near neighbor very early in the game. The starting system had 4 of the 5 teams already there. So it was definitely a struggle for power. I did most of the fighting and my ally did the exploring. So I've been playing this same game for AT LEAST 3 hours. And I haven't even left the system yet! Theres 5 more systems! I'm almost done with the tech tree and my economy is to the point where the only thing keeping me from producing tons of light carriers and frigates and wiping the floor with everyone else is the fleet cap. I will rectify that though. Theres plenty of space left to expand... This is gonna get interesting. Three races, all controlling 1 or 2 sectors completely means huge battles and lots of capital ships hopefully.
19,472 views 14 replies
Reply #1 Top
you can upgrade fleet points at you planets if you didnt already know
Reply #2 Top
Yeah I know. I know how to upgrade and build and whatnot. But I want MORE! The bigger the better I always say.
Reply #3 Top
hehe, play bigger maps!
Reply #4 Top
Yep. I agree more is better. This is especially so for the tech-tree. It needs to be increased about three times its current size to work well on multi-star games.

I think the current size should be increased one order of magnitude for every two stars in the game to keep things interesting.
Reply #5 Top
that would be ......interesting
Reply #6 Top
Assuming I can get the code to co-operate, the very first thing I'm going to do (once we get the released "build" :D ) is rebuild the technology trees to an "infinite standard". Instead of having an array of finite technologies, I'm going to rebuild it to have finite "ability" technologies (e. g. adding units to your available construction and adding abilities) and infinite "increase" technologies (more HP, sure -- 10,000 levels, with a linear increase in cost and build time -- that'll hold you forever! :D).

I'm thinking about making the abilities cost cash, while the infinites cost time -- but not much, if any, cash. What I'd really like to do, but don't forsee code support for, is make research "free", but with time reduced by the number of technology labs. Of course, some abilities will still be required as pre-req for other abilities, for example you can't have the LRM frigate without missile tech, and this lets me play around with it more. Range based abilities are the real kicker, of course -- we know its possible to increase missile range, and that technology will have to be strictly limited along with any similar technologies implimented. I may even have to move any range based upgrades into their own tree, on some kind of diminishing returns system if I can figure it out (will probably require a change in the code to allow me to input a formula, rather than a linear value, into the system -- ergo, I'm not betting on it :( ).
Reply #7 Top
In this way i have a big wish, for bombers and fighters.

Please let the fighters become more inteligente. I mean when no enemy fighters or bomber squads are on the map the fighters will attack ships and other things, at this point all is fine. But when a new enemy squad is spawn, the fighters will attack there targets. the enemy fighter squad kill in this way a few fighters. If a big fight is running and im a vasari this is heavy, by TEC it's not so important because i have got more fighters in a squad to give them a new target, but at vasarie a squad will go down very fast. another thing may fighters and bombers become a stetting for attack nearest target, or highst / lowest target(by fleetpoints)?

Give it a way to let analyse the bombers target by fastest kill? so buildings will be attacked witch have only a few hull points over, but mostley the bombers bomb another building or ship same type and class but f8ull points. Thats not funny when they are two Flak Frigates or two Sentinels.

:)

greetings:
Shalom_Don
Reply #8 Top
1Spartan, I actually disagree with you on the extension of the Tech tree. I like the tech tree as it is now, as each tech seems useful and the techs that are just incremental upgrade techs have creative names, and there isn't too much intermediate techs. If the tech tree is increased a lot, the techs added will mostly be intermediate techs like "Armor Upgrade 4", "Armor Upgrade 5", or something similar, much like GalCiv2. The addition of those intermediate techs made them kind of pointless, and merely a stepping stone for other techs. Also, the more intermediate techs added, the less creative their names will be (Devs can only thing of so many names).

The later games should be more focused on larger fleets and perhaps cultural influence victories. In my opinion :P
Reply #9 Top
Unfunf, the problem is the current tech tree is all-to-easy to "max out", and finish researching -- not a good design element in a 4X! Many players will frequently dismantle labs in the late game (really late game that is) because they've become useless!
Reply #10 Top
@Ron - cool. I was thinking along similar lines although not some extreme.

@Shalom - yes that is an issue to be sure. We have been told already that the real AI handles situational awareness much better then the beta so I guess we all are hoping at this point. Thus you dont see any threads on the topic of fighter/bomber AI or any the AI in general anymore.
Reply #11 Top
Well, considering the size this game is capable of, you'd either have to GREATLY expand the tech tree, making many techs pointless, or you would have to slow down research times.

Slowing down research times isn't actually that bad an idea...
Reply #12 Top
Shouldn't research time factor in the size of the map you are playing? Smaller maps mean quicker research and larger maps mean slower research? Depending on what sort of game you are looking for. I get worried when someone says they played for three hours but didn't even come close to finishing the game but then again wheresmysnack might have deliberately set the game up with a huge map and made the options so it would take a long time to play.

Carakanz
Reply #13 Top
If research times differ between maps that would make the game feel very odd, in my opinion. The larger the map, the more planets/asteroids you can colonize and the more labs you can build, so I would believe that research would go faster the larger the map.
Reply #14 Top
Well, assuming I can get formulas included (consider this the beginning of my "modability campaign!", one of the things I'll do with research is make the time increase by the following forumula: Time = Constant * (Second Constant ^ X) -- make the first constant the base value, and the second constant the scaling value, probably somewhere around 1.1, or 1.414 (square root of 2) would work too for a much slower tree.