New Single/Multi-player Game Option

At the Game Options screen when you are making a game, (right there by Pirates-active/inactive)

add in an adjustable bar to increase/decrease the amount of neutral ships around planetary gravity wells.

Having more things to kill would make early game planets more of a barrier.  At the same time it mixes up game strategy and encourages more early game capital ships as there is more XP to go around. 

The default level would "normal", and this would have the regular planetary allocation of neutral units.

Gives players yet another control over game speed, as rushes are more viable with fewer ships to deal with, and become less viable with more ships clogging gravity wells.

I consider more ships clogging gravity wells as more "multiplayer noob friendly"

I'm sure there are those among the single player community who would enjoy having more neutral ships to blow up to feed their early capital ship spam as well.

Thoughts?

10,383 views 12 replies
Reply #1 Top

Interesting idea, and since it is merely an option I see absolutely no reason not to implement it, since if you don't like it... just leave it at default at all times.

This might give the TEC Rebels a slight advantage with TAR, but really the neutral fleets aren't much of a threat regardless, so I don't think it'd hurt balance much if at all.

Reply #2 Top

Plus maybe even hangers and turrets could be added to the mix.

Though I remember the Devs stated this is more of a added mod issue than something they were willing to do.....

Reply #3 Top

It is all pretty much in the Gameplay.constants file. You can mod more neutrals in, but i don't see how to make larger neutral fleets in options without major work. Good suggestion though.

Reply #4 Top


With heavy militia presence TAR and TEC rebels would be much more used. And titans wouldn't farm only on pirate bases and would be out sooner by skilled players...., You would fill logistic with trade ports sooner and you still wouldn't want to increase fleet supply to soon so excess founds would go to titan rush...

 

 

Reply #5 Top

Quoting Greg30007, reply 5

With heavy militia presence TAR and TEC rebels would be much more used. And titans wouldn't farm only on pirate bases and would be out sooner by skilled players...., You would fill logistic with trade ports sooner and you still wouldn't want to increase fleet supply to soon so excess founds would go to titan rush...

 

 


In other words ur saying that this is a bad idea?

Reply #6 Top

Quoting ReD-RubY, reply 6
In other words ur saying that this is a bad idea?

Yeah....I caught that too....

Reply #7 Top

I don't have opinion yet. Just pointing out probable problems that would possibly ensue

 

Reply #8 Top

Well, the idea is that it's optional, so if you don't want that to happen, just leave it at default.

Reply #9 Top

In other words ur saying that this is a bad idea?

I get what greg was saying, he was just outlining tactical changes to early game strategies.

Thats the point of this sort of option, to allow the single player/ multiplayer community the option to change the incentives for the early game strategies.

Reply #10 Top

i still  don't see why every pirate planet at the beginning of the game can't have a maxed starbase, one for each faction.  that would really add a lot to early game strategy.  Maybe the vasari ones could even have intelligent AI and jump into the players homeworld within the first 10-15 minutes.

 

Reply #11 Top

It could be made through modding that the defenders can build, and expand just like the player factions. It would be a lot of work, but it is possible.

Reply #12 Top

It's possible add larger-sized militias to individual planets.  Some of my maps feature planets like that.