Suggestions for GalCiv 2 expansion pack or GalCiv3
wishlist
from
GalCiv2 Forums
Outstanding game guys . Here's a wishlist for the next version, either expansion or sequel
#1 Hero Units. Attractable based on several factors eg. moral/popularity/alignment/race. One hero unit per fleet or per planet, with something like a 5 hero unit maximum. Different hero's can serve different functions. A fleet hero could buff a fleet or a specific ship's attack/defense. A planet hero could improve moral/defense/economy in an entire system etc etc. Easy to implement and endless possibilities. Could even make the avatar you chose at the beginning of the game into a custom hero. Hero's would have a salary that would draw directly from the economy, could be ransomed if captured or even enticed away from an enemy with an appropriate offer.
#2 Fighters and Carriers In this game, he who has the biggest fleet of the biggest ships wins. Fighters are quickly forgotten as they aren't a viable strategy to build successful fleets of as the game goes on. Solution? Make the larger ships capable of housing/repairing and even creating fighters. Fighters would add a fourth dimension to the combat system as they wouldn't need to have to have the same weapon systems installed as the rest of the ships in fleet. They could be repaired separately and quickly and would draw fire away from your larger ships.
#3 Space marines Add the ability to produce shuttles of space marines capable of capturing enemy ships during fleet to fleet battles. Use the same system as the planetary assault scheme.
#4 Space Stations should be able to dock and repair your ships. 'nuff said
#5 Special weapons sort of like the way you do the trade goods (how only one race can have it at a time), add an option whereby you can find or create one shot "special weapons" that act like wild cards. eg. something that can destroy a planet, something that can turn the tide significantly in a fleet battle or ground battle, something that can assassinate a hero unit, something that can steal a trade good from an enemy etc etc.
#1 Hero Units. Attractable based on several factors eg. moral/popularity/alignment/race. One hero unit per fleet or per planet, with something like a 5 hero unit maximum. Different hero's can serve different functions. A fleet hero could buff a fleet or a specific ship's attack/defense. A planet hero could improve moral/defense/economy in an entire system etc etc. Easy to implement and endless possibilities. Could even make the avatar you chose at the beginning of the game into a custom hero. Hero's would have a salary that would draw directly from the economy, could be ransomed if captured or even enticed away from an enemy with an appropriate offer.
#2 Fighters and Carriers In this game, he who has the biggest fleet of the biggest ships wins. Fighters are quickly forgotten as they aren't a viable strategy to build successful fleets of as the game goes on. Solution? Make the larger ships capable of housing/repairing and even creating fighters. Fighters would add a fourth dimension to the combat system as they wouldn't need to have to have the same weapon systems installed as the rest of the ships in fleet. They could be repaired separately and quickly and would draw fire away from your larger ships.
#3 Space marines Add the ability to produce shuttles of space marines capable of capturing enemy ships during fleet to fleet battles. Use the same system as the planetary assault scheme.
#4 Space Stations should be able to dock and repair your ships. 'nuff said
#5 Special weapons sort of like the way you do the trade goods (how only one race can have it at a time), add an option whereby you can find or create one shot "special weapons" that act like wild cards. eg. something that can destroy a planet, something that can turn the tide significantly in a fleet battle or ground battle, something that can assassinate a hero unit, something that can steal a trade good from an enemy etc etc.