lord of ruin lord of ruin

what i would like to see in 1.2

what i would like to see in 1.2

their are a couple of little things i'd like to see for patch 1.2 for example

1. instead of a moon auto maticaly giving you a bonus to production you should be able to chose what kind of moonbase is on it (bonus to reseach, production, or planitary defense)
2. when starting a game the abilty to chose the fequency of random events (rare, common, abundent)
3. the abilty to chose the fequency of bonus tiles on planets
4. the minor races to have a bigger part to play
5. the abilty to play a game as one of the minor races (with your objective being to get enough power and influence to be counted as a major race)
6. perhaps the minor races could have their own version of the united planets (the minor league?)
40,496 views 77 replies
Reply #51 Top
Whoosh, thanks... I'm tired of reading.
Reply #52 Top
I would like to see better graphics: Special effects, better use of cameras, etc. The battles should look movie like.

Something like Star Wars: Empire at War would be nice. The best space captial ship explosion effects I've seen was in Nexus.. the explosions we have now is..not quite like an explosion.

If some simple tactical combat is included, that would be super nice as well. I guess what I really want is GC2's strategy and AI, plus Star Wars EAW's graphics and (simple yet fun) tactical combat . If tactical AI would unbalance the game and require too much work, then please, at least give us garphics by today's standards!



Reply #53 Top
Construction queue for shipyards !
Construction queue for shipyards !
Construction queue for shipyards !

Reply #54 Top
they used to have star gates why not hyper gates for later stages of the game. two would need to be constructed and would be build like an ordinary starbase, with modules for wepaons sensors ect. and if one is distroyed then the other is useless untill it has its counter part reconstructed.

It doesnt even have to be instantaniuos travel, you could put your ships in one end and they would recieve a 20/50/100% increase in speed depending on the module. they could also be used for peacful purposes such as trade, so trade routes would travel through the game and recieve a bonus for decreased travel time, and forrign trade routes would have to pay tribute for its use.

and for a real tactical event if ships are on route and a gate is taken out all the ships inside are lost, crushed buy the colapse of the subspace field.

Oh and allowing constructor ships to have more than one constructor module added, i like building alow of starbases and it can be pinily having to construct really fast constructors and keep sending then to their destinations.
Reply #56 Top
First of all i would like to recommend to change the way the influence operates. Personaly its hard to believe that humans can in any way influence lets say drengin ... since we are .. you know.. different. no drengin will like human. thats a little to impossible. lets change the system and let the influence work only on minors. Minors as they are now are not interesting.They tend to be only the money source, nothing else. they usually become a prey in the game. But if influence workes only on them and you have enough enfluence, you could command them to attack perhaps those drengins. they would be like little pests that make other major civilizations life a lot more of a problem. imagine one civilization (than you hate) getting attacked by all other minors. A big problem right. so there will be all out war to dominate on minors ( and not just attack them) and in this way they become serious tool in expirienced players hands.
it shall make the game a lot more of a fun.

Second, i would like to see the minors form something of an alliance to defend themselves. they sould be smart in thinking the ways to defend themselves agains others.
Reply #57 Top
A lot of people would like tactical control over ship to ship combat. I think it would be nice, but it should definitely be an option, as it could really bog down game play.

I DO think it would be nice, at the very least, for faster ships to be able to withdraw from a combat that is going badly. Ship to ship battles are rarely an all or nothing affair.

I would also love some sort of stealth technology (although it has scary implications for play balance)

Reply #58 Top
I tend to side with Redalert regarding influence. I've always been somewhat annoyed by SF movies that feature characters who defect to other races, or otherwise betray their home planet.

Traitors to their countries? Happens all the time. Traitors to their race? Uncommon, but it happens. Traitors to their species? No way. Even psycho animal activists claimn to be acting for the greater good of the human race, or at least the planet.

I just don't buy it.
Reply #59 Top
this idea would make the minors more interesting too... i wonder what stardock has to say..
Reply #60 Top

#56 by ReDALeRT
Saturday, April 08, 2006 7:19 PM


Minors as they are now are not interesting.They tend to be only the money source, nothing else. they usually become a prey in the game. But if influence workes only on them and you have enough enfluence, you could command them to attack perhaps those drengins. they would be like little pests that make other major civilizations life a lot more of a problem. imagine one civilization (than you hate) getting attacked by all other minors. A big problem right. so there will be all out war to dominate on minors ( and not just attack them) and in this way they become serious tool in expirienced players hands.
it shall make the game a lot more of a fun.

Second, i would like to see the minors form something of an alliance to defend themselves. they sould be smart in thinking the ways to defend themselves agains others.


#7 by marioflag
Saturday, April 01, 2006 10:40 AM

About minor races i would ask only that everyone get their own portrait and they could colonize their star system.It's not too much but implementing these addons and changes in the game would be really good:
-with only 1 planet on large maps minors totally sucks
-having 25 minor races but only 3-4 portraits is really sucking and unimmersive.I have played a gigantic map with only one major race to see all minor races and i had to play with 4-5 scottlingas, 3-4 jessuins and 4-5 alkilians.Very unimmersive experience.Please new portrait for minors are really needed!!!!



I also agree with theses sentiment.

Additionally, In some of the games I've played the minor races become exteeemly powerful, more powerful than any other race, contolling a great deal of planets etc. Yet they don't generate any infulence areas of ownership on the mini map, and can't vote in the UP. Mabey: when they reach a certain population, if the minor race wanst to join the UP,
the UP can imediatley vote on whether to include them. And if denied could revote every so many weeks
(I see oppertunities for great power plays with this.)
I realize that it may take a lot of reworking of the code to incorperate minor races into these things. But it just seems strange when a minor race is the major power in the galaxy, and they just aren't represented that way. Also, I haven't been able to spy on any minor races, and iI cannot selecet any of thier starships or bases (they don't appear in the diplomacy screen) I don't know if this has been changed yet as I still have version 1.0,

Thanks for any thoughts,

Ernst
Reply #61 Top
I might be wrong about this but can the Neutral Learning centres be added to the game, I research them but they don't seem to show up.

Reply #62 Top
I might be wrong about this but can the Neutral Learning centres be added to the game, I research them but they don't seem to show up.


They've cropped up in the latest beta I believe.

More generally, the title of this post is wishes for 1.2. I'm not not sure the implementation of an entire tactical combat feature from scratch, or a complete overhaul of the very concept of Influence in the game is realistic.

I would like to see

1. The various improvements to diplomacy already mentioned - to make it resemble 'Diplomacy' slightly, rather than the tech trading forum it currently is
2. A more meaningful and engaging espionage system (although I gather this is for the expansion)
3. Various interface tweaks - show the location of ships being traded in diplomacy for example
4. New ships to be automatically fitted with the latest versions of weapons, armour, engines, etc. Eg. If I design a ship with mass drivers II, when I've researched Mass Drivers III all susbsequent ships of that design will have them fitted. This would save the tedium of re-designing after every new discovery.
5. United Planets resolutions to relate more to the current game than the current random implementation. Also, you are currently voting on issues without any access to data (maps, starbases, funds, etc.). This means there is a lot of guesswork.
6. Dreadlords in the standard non-campaign game
7. Random events to sometimes occur when you research a technology or build a building/wonder, not just through colonisation and chance.
8. More sense of Good/Evil. The interface change of Galciv1 was a nice way of doing this, although for some reason this is gone along with Good/Evil music.
9. Morale should be affected by the race you are playing. For instance being in lots of wars would presumably make Drengin citizens quite jolly, but Torians unhappy. A system like this was used in Birth of the Federation.
10. To differentiate the somewhat homogenous races more, give fewer but more defined racial bonuses, and some negatives as well. At the moment they all play more or less the same.
Reply #63 Top
"complete overhaul of the very concept of Influence in the game is realistic"
i agree that it might be next to impossible. but it would be great to see it in in galciv III. i wonder what stardock has to say about it.
Reply #64 Top
ive only got 3 suggestions id really love to see.

1) more UP interaction, both in the ability to become the 'chairman' (thus being able to select from a list of possable voting topics), and for the topics to actualy mean something. as it stands now the only two that even semi matter is the trade rout limitations , only on evil races (major) and the amout of guns on transports (minor , havent seen any transports with guns yet, even when it passes). its really annoying to see a resoultion come up 4 times in a row to limit survey ships 400 turns into a game.

2) fixed boarders. like many others here id like some kind of option besides declaring war to keep others ships out of my boarders. i cant for the life of me picture Starfleet letting the Klingons, or the Romulans to set up a fleet (let alone a starbase) in orbit around Sol, treaty or not. id settle for something along the lines of the starbase assist ranges. just center the 'zone of controll' on your planets and have them extend a given amount of sectors from the planet. if they overlap an enemys ZOC for one of their planets then you have basicaly a free fire zone, after all deep space doesnt matter much but you have the right and the duty to defend your planets. thats what those big fleets are for after all. and i dont really want to go to full out war with my allie over the fact that hes got a colony on mars, but on the other hand i dont want him turning out ships every few months there either while i wate for my influance to flip the planet to me either. and i really really really REALLY dont want my space cluttered up with 847 starbases of all kinds. what kind of moron would allow someone to build a MILLITARY starbase 4 tiles away from your homeworld? along these lines id also think it would cool if you could have some kind of step by step increase in the diplomacy options. like maybe starting out with a mutual trade option as step one, then to ships passage, as step two, and then a full on alliance as a final step. (ohh and some kind of toggle to stop other civs from sending trade ships to certian of your planets. i cant tell you how annoying it is to see 60 freighters runing trade routs in and out of mars (or any other 4 tile planet) with its wopping 2 billion people when earth with its 30 billion is 2 tiles away)

3) ok now this one is gunna take some explaning. but i think that there should be a two tier planet development. i think that rather than waste valuable tiles on basicaly usless things like orbital defence and crap that all planetary millitary upgrades should be handled much like starbases, with the ability to build defences w/o having to use up more space. now it seems to me that if you can build a space station with guns that can reach 16 sectors out into space then how can your planets NOT be able to do the same. it seems a given that each planet would have to automaticaly have a starbase in orbit aroud it and that said starbase would naturaly assume the roll of planetary defence HQ. and that is where things like orbital controll and such would naturaly be built , not on the planet itself.

i propose that each planet have its own millitary starbase built into the planet UI (much like the ship yard is) that allows you to give the planet the same abilitys as any millitary starbase, as WELL as moduls for all the planetary defence upgrades that you dont want to waste production tiles on. id like to have a fleet manager but not at the expence of another lab or bank.

if you can cram a billion troops into one transport spaceship does it make sense for you to have to take up a million square miles of planet surface to build what ammounts to the 23 century version of the pentagon?
Reply #65 Top
After struggling with the learning curve for about a week, I have come to enjoy this game a lot. There are many ways to improve the game, heres an idea that I dont think has been mentioned much or at all yet:

1: I love the huge maps, but its like having a starcraft game with nothing but flat terrain everywhere. Maybe add some big nebulas that cover several grid squares and vary in shape and size. These grid squares could have many different functions, such as +/- sensor efficiency, speed, weapons or many other things. Maybe leaving science ships inside them could lead to new tech discoveries over time, kind of like the research resource. Whatever it is, it'd be nice to somehow make some variety for the maps.

This would add a lot to the game in terms of tactics, finding faster trade routes, making choke points (sort of) and other stuff, instead of just playing the entire game on a big bland landscape.
Reply #66 Top
just remembered another thing I would really love to see in the game: Alternative governments. Actually, it kind of shocks me that they aren't in the game. Currently the system works in such a way that every government is a direct upgrade from the one prior to it.

There really ought to be different government styles for different playtypes. Not just Democracys, but Collectives (I mean come on, the Yor forming a Democracy seems really weird), Dictatorships, etc. I would like to see at least 3 distinct government paths with multiple upgrades to choose from. It would definitely add some more flavor to the various enemy races.
Reply #67 Top
Something I dont know whether its mentioned, or might exist and I havent found it yet:

Id love a "sandbox" ship designer outside of a game. Just have all the parts available from all techs so you can design most the ships you think you need before you start a game. And then like someone else has mentioned be able to save groups of ships and load the group you want.
Reply #68 Top
Something I dont know whether its mentioned, or might exist and I havent found it yet:

Id love a "sandbox" ship designer outside of a game. Just have all the parts available from all techs so you can design most the ships you think you need before you start a game. And then like someone else has mentioned be able to save groups of ships and load the group you want.
Reply #69 Top
WOW! after i started this thread i kind of forgot about it for a while and now i look today and see all these replies this is great thanks to everyone who has put their thoughts out their for the devs to see (i'm currently at university studying to become a game developer and i would try to put in as many of your ideas as possible so i hope they do to)
one more little thing to go with everything everyone has said:
when you build a custom freighter design the computer should remeber it after the trade route is established so if as i did you give it extra engines and a weapon it defends itself instead of just getting blown up
Reply #70 Top
Hi I think it would be cool if large and huge ships had the option of housing fighters just think of the coolness Two huge ships begin combat and then the dock bays on the two ships open and fighter squadrons begin to flood out, and not to make it one sided you could equip your huge ships with special anti fighter turrets what do you guys think
Reply #71 Top
1) Scroll with arrow keys. Move ships with keypad (7,8,9, etc).
2) "Launch all" option for ships on planet (or a "select all" option).
3) Option to auto launch ships when constructed.

I especially would like to see #1. My wrist is killing me.
Reply #73 Top
"TACTICAL COMBAT...Both in space and on land would be the best. With an option to not have it as I'm sure not all players would want it." Give us that and I will be a very VERY happy man... like in Imperium Galactica. It would take the game from being brilliant to being the best I have ever played.
Reply #74 Top
Ideas from other posts that I would really like to see:

1. Not an act of war to attack an armed ship of a foreign empire when its in your territory.

2. Earlier tech building – allow us to build ‘obsolete’ buildings. For example, want to build a crude factory on a new world? Go for it. Discovery spheres too expensive for now? Build a xeno lab.

3. In Galciv 1, you could click on any given spot and find the influence of all races there. I really miss that.

4. - Advisors
How about with certain forms of governments, you can have these advisors that bring up important subjects. For instance you can have a military advisor, finacial/economic advisor, habitat advisor, etc. You can schedule important meetings with your advisors from weeks to years. Advisors can also bring important subjects to your attention every now and then. So if a player is focusing too much on Industry, but not enough on research, a technological advisor will ask that you construct more research buildings and increase spending into research. You get the picture right? Each race can come with their own advisors, each with their own animated portrait that shows up like they do with trade and united planets. They can be turned on and off as well, in case the player doesn't want advisors.

5. A starbase manager is essential. Not only should it be able to tell me what modules are installed on starbases and what can be installed, but also how many constructors are headed to it, and be able to tell a constructor to go there without having to hunt around the map for a constructor.

Something I haven't seen posted:
On the main map, include the race symbol with the ship name. Color isn't enough. Some of the colors are so close that I keep on attacking the wrong ships. I know that I can click on the ship and look down on the bottom to see the race symbol, but this is really a pain.





Reply #75 Top
I'm honestly astonished that more people haven't asked for this, but my list is one feature long. *Multiplayer* would be fabulous. That was the main thing that kept me from purchasing GC1, and almost stopped me from getting GC2 (although I'm now very glad that I did). I love being able to play these kinds of games with my friends, and that would be the single thing that I would most like to see added. I'm hopeful that it can be added to GC2, rather than us having to wait for another generation of the game.

I was also surprised by some of the things that people were requesting. For example, some people seem to feel that using influence to convert planets is unfair or unrealistic. That happens to be one of my favorite facets of the game, and one of the parts that I feel is the *most* realistic. I'm not sure why people equate that to 'betraying their race'... after all, the planet is still full of people of that race - they're making a decision to change their *culture*, because they have found one that is superior. After all, if a super race appeared in our solar system, and proved beyond the shadow of a doubt and over the course of many years that their way of living was superior to ours, wouldn't we want to live the same way?

Also, I'm normally the first person to request tactical combat. I love tactical combat, and I'm typically the first person to condemn a game that doesn't have it. But I've found, to my surprise, that I do not miss it at all in this game. Master of Orion II was my favorite strategy space sim prior to this one, and I always thought that the tactical combat was a big part of that... until I realized that, in retrospect, about 98% of the battles in MOO2 ended up being resolved in exactly the same way that this game handles them (I move and shoot, they move and shoot, repeat until one side flees or is destroyed)... so why not just automate that, as GC2 has?

Sorry, I digress... just felt compelled to comment on those two topics, and maybe to provide another perspective on them.

Multiplayer, please!