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What would you pay good money for in an expansion? (The unofficial inquiry)

What would you pay good money for in an expansion? (The unofficial inquiry)

Yes I did use the search feature!

Essentially make a list of things in an expansion pack that would make you want to pay Stardock money (put "would be nice" things in a separate list)

Edit:
Yay!!! The forum will let me edit my posts now!

Anyway my thanks to whoever stickied this.

Feel free to post whatever you desire in future expansion packs, even if it has already been suggested (that shows that many people want said feature). Also don't feel compelled to browse through the previous pages of this thread.
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Reply #276 Top
Another suggestion: some of the super abilities in the game ought to cause changes even greater than what they do -- and they don't. Example: the Super Hiver ability ought to change the way that your moral/population relationship works. Different effects could be expected depending on exactly what you mean by a "hive," but societal communication ought to be much better in virtually every scenario. The Thalan, specifically, seem to be working for what they deem to be a "higher cause." This should inspire greater tolerance of the hardships caused by overpopulation in Super Hiver societies.

On population, Super breeder also ought to change the population/morale relationship. If your culture and physiology promote having more children to such a degree that it makes a noticeable difference in your overall population growth, than it seems unlikely that your citizenry will become as easily depressed by overpopulation. They are more likely to be happy that they have many children, and believe that everyone else is also having children and thus being happy. Even if living conditions are oppressive the idea that most other people are happy can often promote happiness in oneself.
Reply #277 Top
-More hull sizes

-More types of hulls (like 7 more for each class)

-New civs that play radically different

-Ultimatum button (do this or else)

-New weapons

Wish list:

-Ability to create better alliances like on Imperial glory. In that game if two people are allies and a third wants in, both must agree and then the third will be allied to the other two (therefore a three-way alliance)

-Nukes (why invade a class 4 planet? I would rather just turn it into a waseland.)



-Bio and chem warfare techs.
Reply #278 Top
Major changes that need to wait until GalCivIII:

(1) Separate factory and lab output
Strategies of all factories or all labs are sound within the GalGivII game mechanics but no where else. Why can't I fully fund my factories and labs, if I have the required income? Why may I use factory output for research or lab output to build planetary improvements or ships? I hope for GalCivIII they replace the current 4 sliders (spending, military, social, and research) with 3 sliders (factory output, military/social factory output split, and research output). Planets would have focus buttons for locally focusing factory output between military and social but not research. It is unlikely such a change would not appear in a future GalCivII expansion because of all the game rebalancing that would be required.

(2) More United Planets Options
Submitting Proposals before the UP

(3) More choices for weapons and defense
Anyone Miss Space Empire's Weapon/Defense Techs?


Minor/Moderate changes that could appear in an update or expansion to GalCivII:

(1) Allow the AI to play itself
Start a game with only AI players and watch the results.

(2) Dynamic Game Difficulty Level
There have been several posts that the game difficulty level "Crippling" is too easy and "Masochistic" is too hard. At the higher levels, you start the game out way behind the AI players. A decent human player does a much better job of growing his/her economy, developing his/her planets, researching and trading tech., etc., than the AI. So if the human player can avoid getting crushed in the early game, he/she will eventually surpass the AI and find the mid-late game easy. But what if the difficulty level of the AI increased over the course of a game to keep things more interesting.

(3) No buying planetary improvements or ships; instead rush build them
When you buy a factory, lab, or ship, who are you buying from? Since there is no vendor to buy from it makes more sense to rush build. Rush building would build something in half the time at double the cost (round the clock shifts, overtime, etc.)
If I Purchase a Ship, Why Do I Have to Wait Until Next Turn For It?

(4) Remove the 300% food bonus title!!!

(5) Allow capitals and super projects to be destroyed
After I capture a planet I should be able to destroy a capital or super project built by the AI to free up a title.

(6) Debt Limit Should Be Relative to GDP
The fixed 500BC debt limit does not make sense when your economy gets large!

(7) Ship Designer: allow sorting of ship components based on size, cost, and/or value
It is annoying to have to scroll through a long list of obsolete ship components. By obsolete I don't mean older, an obsolete component would be one that is inferior in one of the attributes (size, cost, and value) and equal or inferior in the remaining ones. For example, Plasma beam weapons would not obsolete Laser Mark V because although they are cheaper and have attack value 2 vs. 1, they are larger. Selecting a checkbox would hide/show obsolete components. Also, visible components should be sorted based on size, cost, and/or value.

(8) Ship Designer: allow viewing but not building unavailable ship designs
Allow the viewing of ship designs that currently can't be built because they require future tech. Based on a toggle button these future designs would be grayed out or not appear at all(current behavior).

(9) Ship Designer: Fix "Subspace Blaster" and "Subspace Annilator" in the beam weapon branch!

(10) Have combat ships in orbit auto-fleet to the player's logistics ability (this will help the AI since it parks several ships in orbit)
For the AI's sake, why the heck doesn't this game have *automatic* fleeting in orbit?

(11) Allow ship combat to end in a tie
Attacker Advantages are Exploitable!
Fix the bug that causes the attacker to be restored to full health.

(12) Show damage to defenses during combat rather than just damage to HP.
This would have made the off-type defense bug easier to spot!

(13) In mid to late game starbases may be destroyed too easily, so I abandon adding weapons/defenses and instead defend them with ships.
Why not:
(a) Have the HP of starbases increase as you advance your hull tech.
(b) Apply the attack bonus to the starbase's weapons (currently they only get defense and HP bonuses).
(c) Allow starbases to fire their weapons separately like ships now do.

(14) Allow Star Bases to Attack within their Area of Effect
Star Base Weapons/Defenses Should be for more than for Just Defense
Starbases will only engage in combat when attacked. It is silly that a star base will ignore an enemy invasion fleet on its way to your nearby planet. It would be nice if they allowed star bases to attack ships/fleets within its area of effect; if other star bases are within range they should also join the fun.

(15) Adjust Starbases Upgrade Levels
To get a starbase resource up to 10% takes 3 constructors. How about instead you get 5% when the starbase is constructed (like now), then 5, 7, 10, and 13 for the next 4 constructors for a total of 40%. I hate that the first two mining modules are only 2 and 3.

(16) Link the Techs in the Trade Window to the Tech Tree
This was a nice feature in GalCiv1 AP.

(17) Getting Best Trade Deal = Micro-Management Pain
Please Auto Set Optimal Cash and Influence Points

(18) Round all values to the nearest integer
Brad, "The problem is, a 10% bonus to research is hugely different than a 10% bonus to morale which is a huge difference form a 10% bonus to weapons. I mean, heck, if I have a ship with 8 attack, I won't even get an additional point."
That's because you are rounding all floating point calculates down! If you would just add 0.5 to all floating point calculations before typecasting to integer then you round off to the nearest which I think would make more sense. Then in your example 8 * 1.1 = 8.8 -> 9. Also a non-optimal defense of 8 would have an effective defense of 3 instead of 2 (i.e., sqrt(8)=2.828427)!
Reply #279 Top
Some sort of light Multiplayer. You dont need to waste time balancing it, just put a disclaimer on it that says something like

Multiplayer intended for fun only - balance not included.

I just want the ability to play with other humans, instead of AI's. We'll take care of what's allowed and what isnt on our own!
Reply #280 Top
Here's a thought regarding ship-to-ship combat. Rather than assigning total hitpoints to the entire ship, allow each component to carry its own hitpoints. Obviously, if the hull is completely destroyed, the ship is gone. However, each weapon, each engine, each shield, each module (etc) would have to be destroyed as well.

The point of this is - if a ship survives combat, it is necessary for the owner to get that ship back to space dock for repairs! If it has not guns, it can't defend. If it has no engines, it can only move at sublight speed (1 pc/week). Yes, the ship can repair each turn, but it can only repair 1 point of 1 component each turn (or 10% of total mass/normal hp, whichever is more).

I second the idea of having separate spending sliders for the three spending options - military (factories), social (improvements), and research. The three totaled become the civ's total spending, which is pulled out of the economy.

Also, if a civ chooses, there should be a slider for maintenance and upkeep. If I decide to put ship maintenance at 50%, damage ships don't get repaired and undamaged ships lose hitpoints. Also, I could potentially shut down improvements on planets.

Finally, I think there should be a correlation between population and planetary productivity - not just tax revenue. I was rather surprised in a game where I had planets with very low populations still producing at the same rate as other planets fully populated. You gotta have people doing the work! With this, I would say that X number of people are needed to work in a given factory, and only those people actually pay taxes. Of those people in excess of those committed to actually working, they would average a lower amount of tax revenue (some working in service industry, others are on welfare, for example).
Reply #281 Top
I liked two of the comments made above, having colonies being able get refugees off the planet and setting up the menus to be more holographic than metallic.
Reply #282 Top
In greatest to Least order of interest:

Text scripting for a single scenario. Basically triggers--turn, event, etc.. to advance a plot / story like the Good vs. Evil vs. Neutral events, rather than linked scenarios in a campaign.


Heroes / Characters like the MOO series (Ship Officers, Governors, Spies, Scientists, Heroes, etc..). Have them be assignable to specific ships, planets, missions, etc..
This also suggests Master of Magic's 'Famous' ability to acquire offers to hire characters, probably using a combination of Treasury and Influence.


Fighter bays and true fighters. Carriers carry fighters until combat. Fighters can provide improved patrol and response if carrier is parked. Fighters have a chance to engage well before the carrier encounters the enemy.


Tactics for fleet combat. Some can be set directly by player (doctrine), and some are automated (ship's experienced). Some tactics require research and building improvements. Side-effect is ability to train crew (more ship's HP, and better tactics). Tactics actually get used in fleet combat video.


Deeper economic model:
Universe Free Market (have to join and be accepted, can't raid member freighters, etc..).
Grant loans for interest to other races.
Tradeable, rare resources limited to specific planets, give bonuses to specific technologies.
Automated, intra-empire trading spreads the wealth if it's freighters aren't raided.
Stockpiles of resources have physical locations and can be raided. The amount of raiding possible is limited by ship's cargo carrying ability.


More pre-fab ship designs and themes (i.e. more 'fleet races')


Fully 3D universe (not really needed, but impressive).

Reply #283 Top
I have finally discovered tutorials. I should have realized this before, but I thought I had scrolled thru them all when I hadn't. The end of the scroll bar was too small to see any difference but I clicked by accident and wow! A whole bunch of tutorials I missed. Maybe SD could give players the option to used a web based display like the database uses, with little pictures of the tutorials. Also the tutorial on rally points could be improved by showing a better example, like nameing one after the star system its in. I would like to see a tutorial on the civ manager as well. The game is fantastic, don't missunderstand me, I used to just play Rebellion because GalCiv1 wasn't quit as good. Now I just play GalCiv2. I think the games a few improvements to cut down on forum traffic - like adding a star base management screen similar to the civ manager(it could even be a submenu). The rally point system also seems to be a little buggy - whenever I use it to change rally points it always selects every ship instead of the ones specifically designated as using the specific rally points. Maybe this a bug and not an improvement??? If I have fleets standing guard they all go to the new rally point even though I never assigned them a rally point to begin with. I would like to see what ships are assigned rally points and their destination times on a screen similar to the civ manager. It could even be included in my starbase management suggestion. I think the game also needs to handle colony rally points for constructors seperately from regular fleet rally points - so I can control my SB upgrades more effectively. When I play a SB influence game on a gigantic map the details really grind - it can take me 30 minutes to figure everything out each move. Of course there should be a tutorial with the new features (released together hopefully). And then the game really needs some learning senarios referenced in the tutorials, that allow the player to apply the techniques covered in the tutorials. That way the player can learn how to apply the specific tutorial lessons with out having to deal with the AI (i.e. special victory conditions without an AI where the players learns how to run his economy, manage a military, manage moral, use rally points, and engage in fleet combats with a enemy ships only [no AI worlds that overwhelm the newbies with tons of ships]), etc. Also a better fleet combat simulator would be awesome (its on of the features in Rebellion I think still rocks, even though I can't design ships like in GalCiv2)! Finally, after much thought I think it would be appropriate for players to be able to design SB modules themselves! Just as ships were canned in GalCiv1 and are now designable in GalCiv2. I think GalCiv3 should allow players to design SB modules themselves with the shipyard or just use the canned modules like we can currently canned ships. It would allow players with the appropriate techs to make more survivable modules in the end game.
Reply #284 Top
Some thoughts from this little fox. For spies I have been thinking and I believe the best approach would be to simply have it select the planet you want it to invade and a list of options would pop up for you to tell it what you want to do. Like you could have an option for it to destroy each type of building (research, morale, production, economy, production) but not be able to select specific buildings, reduce morale without dealing with buildings (IE reduce the morale of the populace on a planet without a morale building), just sit there and gain intel on that race, sabotage whatever ship they’re making, increase the chance of that planet flipping over (regardless of influence), etc. This way you don’t get the cheap tactic of seeing what buildings are on every planet in the galaxy just by making sure to have a single spy available. Also agree there should be the ability to research technologies for Espionage ability.

Give the option to completely remove all PQ 0 planets in a game, or change their frequency. It seems really pointless as it stands to be playing a game and find that half of the planets in the galaxy are all PQ 0. With the Extreme Colonization there should be significantly fewer PQ0 planets out there.

In regards to extreme colonization itself I have a few ideas. First to drastically decrease the colonization rush at the beginning of the game make most of the planets (like 90-95%) one of the types you need to research. Also drastically increase the amount of research needed to colonize these planets (maybe expand the tech trees to 4 pieces, 25%, 50%, 75% and then the 100%) as well as add the tech (more expensive than any of the other colonization techs) to give the Habitable class worlds a bonus (like a 125% and 150% bonus). This way in mid-late game there is still an advantage to having those Habitable Class planets over the Ocean class or whatever. Not sure how easily done it would be but it would be nice if the PQ could be tied in to how habitable you can live in that planet (like for a planet that would normally be PQ20 if you only had the first tech it’d be only a PQ5, if you had the third it’d be up to a PQ15). As for Super Adapters maybe instead of them starting with one or two of the starting techs for one of the habitats, maybe add instead like a 25% bonus to their ability to live in any habitat. With this they won’t get any over-powerings at the beginning of the game since they’d still need to research the technology to live on those planets but the bonus once they have that technology would be (31.25%, 62.5%, 93.75% and 125%).

I am of the mind that the anomalies should be something that should not be fully accessible at the beginning of the game (Survey module aside). Instead there should either be a branch in the tech tree dealing with being able to investigate certain types of anomalies (the higher tech required, the better average reward it gives) or anomalies should be something that comes gradually, like one showing up in each sector on average once every year. This way there’s still a point in still having those survey modules on your ships mid-late game. Now for specific anomaly suggestions: Wormholes should not vanish after the first person enters them. Instead they should be something that, though possibly only one way, is something that is static. It would add quite a bit of extra strategy if you not only have to guard your borders but also be aware that there might be a wormhole location or two that could land end right on your doorstep. The other is the research one. Instead of it simply removing 25% of the total time to research that technology, it should instead be a set bonus to your rp (or even make it branch dependent like giving 20rp to the first missile tech on your list). Though it can be useful when you’ve just finished researching if you’re like only 1-2 turns away from getting it anyways it’ll just save you one turn and then won’t give you anything extra afterwards.

Diplomacy should be given a boost as well, especially the treaties. The research and economic treaties should be mutual and the AI should be much more willing to share them (since they are getting a boost as well). What these two should be is more of a building block to getting them to like you more. Instead of having to get their opinion of you really high they should be willing to start sharing money and research points when at only a Warm rating when your diplomacy ratings are equal. This would also be nice if you could give/get one of these treaties from potentially every race. Also as for some things offered I agree that the enemy invading your territory unanswered should be fixed. I suggest either using the mentioned abilities of demanding ships in your territory be removed (if military (any non-cargo ship) ships then no dip relation cost)/ability to deny access to your territory. On top of this it should also not be considered an act of war (or a dip relation cost) to attack and destroy any military ship that is within your sphere of influence.

For the UP it should definitely be much more impactual (I know it’s not a word) to the game. For starters it should be much more often than once every year. For most games they only happen <10 times and often are turned down which makes them moot anyways. Instead what would be nice is the ability to dictate how often they occur (like 12/year) as well as the ability to bring up what’s going to be discussed. This could either be relegated to whoever everyone votes to be the leader of the UP or you can use up some of your IP to introduce a bill to the other races to have it voted on at the next meeting. Also it doesn’t really make much sense that only the races you’ve met participate in the council. I’ve played one game where I never met the Terrans the entire game (they eventually surrendered to the Yor) and because of which any influence they had would have been pointless since it never would have come up. I think what should happen is for the council meetings all major races should automatically be present, regardless if you’ve seen them yet or not.

Halve the effect of population size on morale and instead add an effect based on the ratio of pop:max pop. This way there are still costs to having large populations but not nearly as much and making the +300% Farm tiles not completely harmful. Or as an alternative make it primarily dependent on the pop vs planet quality. After all the planet quality more or less represents livable areas and 1 billion people would live happier in a place the size of China than they would the size of England. Perhaps use an equation like

Morale % Penalty= 50*Pop/PQ

This way if you had 10 Billion on a PQ 10 planet you’d have a 50% decrease in morale due to the population. But if you stuck those same 10 Billion on a PQ 20 planet it’d only be a 25% decrease since there wouldn’t be as much overcrowding.

As a suggestion for the constructors and starbases, maybe make the constructors either work like the mining ships or the same ship. Instead of build a ship, send it out, upgrade the base in one turn then build a new ship, maybe have that constructor need to spend X weeks to fully upgrade and while upgrading its HP is drastically reduced. This frees up your planets so you can properly upgrade them or repair them (at a cost, of course, like 10BC/HP) without eating up a planet’s capabilities. As for the Starbases themselves they shouldn’t be able to stack abilities and instead just the best effect is used. Also for the Offense/Defense of the ships they should be based on your own military technology. Like instead of Starbase Attack 1 (normally a 1-1-1 bonus) it should instead simply place one of each of your best weapons of each type on the starbase and can be upgraded whenever you choose to using the Constructor. In the beginning of the game it wouldn’t really change much since the weapons would be doing 1 damage anyways. But in mid-late game where 1-1-1 is laughable if you had dmg 4 weapons then it would be instead a 4-4-4 (assuming you had a 4 in all three, else the other two would be whatever they would be). If you went to the third attack (normally like 10-3-3) you could instead have a starbase with an attack of 20-12-12, which is not laughable to any fleet at that point in the game. Course if you never researched the other two branches that starbase would only be a 20-1-1 or 20-0-0 if you never even researched the base tech. This also makes sense to me since why would a starbase be holding a missile or whatever if you’ve never researched anything from that branch.

Overhaul the alignments. As they stand they are completely unbalanced. A potential suggestion was inspired by a dream I had last night: Add more alignments for starters (Very Good and Very Evil, for example) into the mix. Instead of just random events and a couple of technologies for each have the alignment affect most of the technology itself. Also have it where you can start to choose which way to lean from the beginning of the game (an option to choose to work on one of the alignments when you start since a civilization doesn’t just start out neutral, they have some idea of what kind of ruler they are and not wait several years until they research the fact they can be good or evil and suddenly get the perks). Instead have it where your alignment affects how much research is needed for various branches. Like Good nations have reduced costs for researching Defense, Influence, Trade and Diplomacy but increased costs for researching Weapons and Invasion technologies. Evil races get reduced costs for researching Weapons and Engines and Invasion technologies but have increased costs for Influence and Diplomacy. Neutral would either be no change from normal or a reduced cost to research non-interactive (no impact on other race) technologies like Farming, Economy and Extreme Colonization. The Very Good and Very Evil would essentially be extremes of Good and Evil (If Good and Evil get a 25% reduction/increase than VG and VE would get 50% reduction/increase). This of course only works if the whole diplomacy penalty for being weak was retooled or removed as there’d be a strong bias against Good Races having large armies. In fact you could then have a reverse from Good Races (negative relation due to them having a strong military power). There should also be a greater impact from one alignment on others in regards to diplomacy in general. A Good Race should get into Alliances much easier (except against Evil races) than an Evil Race would but should have a lot harder time declaring war against any non-evil race. And any treaty/alliance/trade route with a race of the opposite alignment should almost give a galaxy-wide morale penalty since their views would be that different.

Similarly, the Pacifist Party and the War Party should be alignment exclusive. Another nice bonus would be to tie in Party Politics as a branch off the Government Branch. Have fewer starting parties and depending on your party and how far along the Government Branch (Republic, etc.) more/better party options become available and can be selected instead (there’d be a penalty given for changing parties for a few turns, though).

I agree that I like the idea of a Character being a possibility and maybe tie that in with the odd perfection of communication by inserting you onto the playing field. You would have the ability to travel throughout your territory on one of your ships and that would have certain bonuses to whatever planet you are near like a 10/parsec morale bonus (A planet 1 parsec would gain 10% Morale bonus, a planet 5 parsecs away would only get a 2% bonus. The planet you’re on will have a doubled bonus) and obviously certain bonuses to the ship/fleet you are flying on (would be able to place a flag marking which ship you are located on). On top of this there would be a decrease in efficiency of orders that is outside the area of influence (AoI) of you or some other leader. Everything within that range operates like normal. Everything outside of that radius would have a steadily decreasing chance of following your orders after their current orders are done (If you sent a ship out to a position outside your AoI then they would go there dutifully but once there might not take orders well). There would have to be a tech tree added so as to increase these abilities as well as possibly a counter tree to be able interfere with another civilizations ability to follow orders. This would also reduce the rampant colony rush in the beginning of the game. On top of this instead of a leader just suddenly dying if their ship gets destroyed the race that destroyed the ship would pick up the leader. If you as the ultimate leader get caught by a rival civilization there would be a severe morale/production penalty for all of your civilization until you can ransom yourself back to one of your planets.

This should do for now.
Reply #285 Top
Great suggestions!

(some already mentioned)

1)More varied races other than "humanoid"; maybe intelligent gaseous beings or water-based lifeforms (jellyfish-like), pure energy beings, etc, etc.

2)This ties in with #1; each race having their own unique weapons (after all they differ from each other racially, so why not their technology, weapons, ships etc.). So, for example a "Lava" creature could use a heat ray of sorts, a "Giant" single cell creature could use enzymes as a weapon and so forth. Each weapon would have it's equivalent damage rating like now (laser I, II, III...), just research up the tree as you need them, eg. Enzyme I, II, III,...Heat Ray I, II, III, etc. Make the graphics and subsequent animations different for each weapon...(my Slime Shield II beats your Radiation Beam I) that would make for quite a show in the battle viewer screen!

3)Yes, deeper and more sophisticated diplomacy/espionage would sell me.
Nothing better IMHO than a good old fashioned Galactic back stabbing with some boot licking and groveling thrown in for good measure.
"I love the sound of boot licking in the morning... sounds like... servitude!"
Reply #287 Top
Is it possible to incorporate all the GalCiv games in one shell? So I can play GalCiv1 or GalCiv2 DL or DA, or GalCiv3 whatever? Maybe upgrade the original GalCiv AI to allow some type of basic learning algorithm? Anyway, just a thought.
Reply #288 Top
Sorry if I post somebody else ideas, but there is to much to read for me right now in this thread. Anyway, here are my dream requests for this already wonderful game:

- Above everything else, better starbases. Make them more expensive, more long to build, I don't know, but please more powerful, especially military ones. Starbases only stand 1 or 2 attacks. Who, in a galaxy where war is always present, would want to go work on a starbase that will not last one attack?

- The ability to "talk" to opponents and tell them : get out of my space; I suggest you leave my starbases alone; Prepare to die if you don't help me here; etc. Of course, these would affect the AI.

- Docking-bays for starbases and capital ships.

- More logic in upgrading ships: how can a ship upgrade himself when it is located somewhere in space, away from any civilization? Upgrade should be allowed at a stardock (planet), at a starbase (military or one with a docking-bay module) or inside a capital ship (with docking feature)

- Improvements in the espionnage system: actually, you can see the content of any planets, even the ones you actually didn't discovered by exploration (so you don't even know that it exists) when you want to assign a spy to an improvement.

- Improvements in the espionnage system: Spies start to "sabotage" the improvement at the moment you click on it and is available at the moment you unassign him. There is actually no "transport" involved in the fact that a spy goes from planet to planet in the same turn. How can he do this if your fastest ship takes 10 turns to reach that planet? Spies should be "unavailable" for a amount of time, depending on the propulsion techs researched and on the planet distances.

- Improvements in the espionnage system: Spies are automatically detected when the opponent has a spy doing nothing. Looks like spies are better at detecting then hiding. Why not specifically spy your own planet to detect if an opponent is sabotaging it? And no auto-detection. Implementation of "spying experience" would be nice to influence the difficulty at hiding/detecting/sabotaging.

- A way to hide the techs that another civ have researched so far in the diplomacy screen when tech trading is on. We can learn a lot in this without any spending in spying.

- Tactical fleet battle system. (with starfighters docked in capital ships)

- Heroes with missions like : Diplomacy, Espionnage, Sabotage, Kidnapping, Assassination, Moral booster, Scientific, etc.

- Fleet Admirals and ground forces Generals (could be heroes) boosting stats for space battles, ground invasions and planetary defenses.

- Planetary improvements : some kind of planetary shields (like in the intro movie), some kind of planetary gun that shoots at enemy fleets when being attacked.

- Starfighters proving ground : use a 0 planet to install a Starfighter training facility and when no war is going on, send your fighters there to get some experience.

- And finally, multiplayer (1 human opponent for me would be enough!!)

Reply #289 Top
1: Stuff in space-
It's been said before, but having things in space that alter the "terrain." Rifts that move on their own and slow down ships passing through it. Maybe even currents that speed ships traveling in one direction, but slow down ships going the other way. More anomalies that crop up. Maybe spawned by events, so that the civs should go investigate.

2: Diplomacy -
The threat idea sounds great. I'd like to be able to order the computer to move its ships away from their intruding position.

3: Multiplayer -
Sure, we'd all love to play the game against a friend to settle bets on who is better or what tactic works. In the end though, it's just a little more iceing on the cake. If it can be, great. If not, maybe later.
Reply #290 Top
Here's my wish list:
- Another campaign. I would buy it for this alone.
- More diplomacy options, such as a reward and punishment procedure for dealing with the AI. They can warn, threaten and encourage, why can't I? Also wouldn't it be great to require they pay you weekly tribute?
- A separate ship editor where you could use all races ship designs and create your own basic hulls and accesories (I know there's mods for this, but let's make it official).
- Better planetary bombardment. So ships could attack planetary improvements.
- Planet to space weapons. To make unescorted transports a super bad idea.
- Logistic and life support vessel module (with a tech branch). This vessel would have expanded range. It would increase the range of vessels in an area near it (to a specified limit) and would increase the number of ships that could be combined in a fleet with it. Like a modern Naval supply ship.
- Concealment module/Detection modules for ships (with a tech branch), to add an "ECM/ECCM" or stealth and stealth countermeasure side to it. Think of "space submarines" or the original Romulans.
- United Planets. Rejoin UP, boycott certain laws, have ability to introduce laws and vote for the expulsion/inclusion of members (like minor races, improving their status). Being able to change voting rules to one vote per civ on some or all issues.
- Tech stealing via espionage.
- Planets that revolve around their suns. (on/off option)
- Completely customizable home system for races, maybe not more and better quality planets, but I would like to actually see all the planets around the Sun in every game, and to be able to give names to all my custom races planets not just the first two.
Reply #291 Top
I was thinking earlier today on the whole sensor-counter sensor issue. Basically it was the notion of the fact the further away something is the less likely any sensor is going to see it. Thus around the edges of the sensor grid due to the area needed to be scanned it would not be as likely to see something as if it were one parsec away. Then there's also the fact that smaller objects are also less likely to be seen. Thus if you have a diminishing effect on the sensors the further away you get then it would become more realistic and the larger a ship, the more likely that ship will see them. Course this would require sensors be boosted, that or there be the option beyond Sensors IV

Not sure if the current equation is just if ship distance
Reply #292 Top
"- United Planets. Rejoin UP, boycott certain laws, have ability to introduce laws and vote for the expulsion/inclusion of members (like minor races, improving their status). Being able to change voting rules to one vote per civ on some or all issues."

I second that!
Reply #293 Top
1. Multiplayer
2. Map editor
3. More varied United council meetings, I always look forward to these and hate it when they're the same as one before, make them have much more significant consequences.
4. More diplomacy options
Reply #294 Top
Make sure that games does not unfolds the same way colony rush -- war (n-times) -- victory condition of your choosing. Everything else just bells and whistles.
Reply #295 Top
3D.

drrider
Reply #296 Top
MULTI-PLAYER options:
1) Over the internet
2) Or simple peer-to-peer (at home with one of the PCs as host would be awesome)...Heck, even just playing 2 players on one PC would be better than nothing at all.
Reply #297 Top
I'd pay money for a better shipyard altogether.

- Better 'lego brick' standard parts (like the all-purpose flat beam piece). Basically, parts that aren't really 'specialized', but are desperately needed in standardized ship design. T-shaped beams, simple boxes, that kind of stuff.
- Quickly and easily tweak shipyard settings (rotation angles) without leaving the shipyard.
- Undo feature.
- Ability to 'compile' a ship, which would effectively delete any non-visible face/polygon. Would be a significant undertaking to implement from a development standpoint but complex ships could be built without eating your framerate because 60%+ of the 'eyecandy' parts that aren't even VISIBLE and are hogging resources could be eliminated.
- Fix the current parts. Of note, hardpoints that aren't 'exactly' centered or aligned just-right, parts that are asymmetrical just a tiny bit or contorted (the all-purpose flat beam piece is most significantly misshapen for no real reason).
- More parts, including implementation of an expanded Kryo's hull mod, with weapons as eyecandy parts as well.
- Easier and more streamlined way to create custom visual themes and starbases.
- Racial starbases to boot.
- Having better-looking 'core' models wouldn't hurt too, some of them, especially the Yor, are downright stupid looking.
Reply #298 Top
I've been thinking about a new feature that would add strategy, make the galaxy more interesting (not to forget pretty) and be fitting

Nebulaes or Space clouds (so to speak) on the map.

The thing nebulaes brings could then be:

Safe Havens for ships:
Nebulaes could emit radiation and such effects to force you to research "endurance" technologies to endure long stays in them, or perhaps to be allowed to even enter them in the first place without loosing you ships.
Perhaps they could have varying effects and varying "thicknesses".

Hiding places
Nebulaes could then also be used for launching assaults or similar. Thus fulfilling the "forest" type of cover we see in land based games.


Anyway having a nebulae stretching half the map forcing all AI to take even more into account while it brings beauty strategy and diversity <--- my salespitch.. would be neat.
Reply #299 Top
How about a better AI - one that doesn't need ridiculous bonuses to "improve" its game play and how about adding some recursions so it can save its analysis and "improve" itself (for those of us who have large harddrives) - might as well ask for the moon too huh?
Reply #300 Top
Fix that stupid Spy system, I hate playing DA just because of it. I want my guys to get my money and work for me. Get me up to date info on troop deployments, steal there funds, ships, tech anything and everything. I'm not their boss, they should know what to do after 200 BC of spending.

Add Carriers to add a better dynamic of range and logistical capability. they are epensive but have won wars and conflicts you know. There is a reason the US has the largest carriers in the world. They win wars!

And how about cloaking? anyone?

I like 297s and 298s Comments on the additional debries on the map. I know its more work, But you know what? Id pay a 100 bucks for a game I will never tire of and is perfect. Heck, I'll pay 300 for the perfect game. Probably more depending on whats in it.