Questions About Possible Changes to the Game in Further Expansions (For the Designers)
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GalCiv2 Forums
I'll preface this by saying I love Gal Civ 2. Its literally the only game I play anymore. That said I've got a couple questions regarding game issues that I hope are going to be resolved in the newest expansion.
1. The Flawed (Quartering) Production Model WWW Link does a fairly decent job of summing it up. Now I know your all aware of this (or at least some of you are, Frogboy even commented) but in the end you never actually addressed the major issue, that you have to quarter production for a balanced approach. As a small refresher or intro to the situation for those who aren't aware of it, the situation ammounts to this. If you have 5 Industrial Centers and 5 Labs, they should produce X Indestry (Lets say 60), and Y Research (lets say 30). Instead of producing 60/30, if you balance your sliders (Master Slider at 100%, Social/Research at 50% each) your ending up with 30/15.
Are there any plans to fix this in Twilight? While I understand that on the surface the solution seems simple (Increase the individual sliders so they each go to 100%, instead of each splitting) and isn't (because of all the changes it would necessitate with game balance, A.I.'s, and in general code) I really hope their are some plans for addressing this, either in Twilight or 2.0, and thus far we haven't had any word that this is the case.
2. The Large Ship = Large Part Fallacy. For whatever reason (Probably something balance related) the designers, you, decided that when you increase your hull size you should have to increase the amount of space every part takes up. In some respects I can agree with this. Engines on a huge hull should take up more space then on a small. In other respect, I don't. The Doom Ray which takes up (drawing a blank number here, not an exact one) 10 spaces on a medium hull shouldn't take up 22 on a huge hull. The same can be said of defenses. Basically as it stands researching huge hulls isn't really worth it logesticially because they cost much more, but don't provide nearly as much of an advantage as you would think. If its got three times as much space (in points) I'd like to think it could hold three times as many weapons or defenses. Instead its more like twice as many, or 1.5. Are there any plans to address this?
3. A.I and speed. On the whole the A.I never seems to put any engines in their ships. Its not a big deal on a small/medium map, but once your on the larger maps it takes them weeks to get ships even close to you when you declare war. As a result by the time their ships reach you they are no threat at all because you had 8-10 weeks to build a fleet. Is their any way to code in the use of engines on larger maps for the A.I?
1. The Flawed (Quartering) Production Model WWW Link does a fairly decent job of summing it up. Now I know your all aware of this (or at least some of you are, Frogboy even commented) but in the end you never actually addressed the major issue, that you have to quarter production for a balanced approach. As a small refresher or intro to the situation for those who aren't aware of it, the situation ammounts to this. If you have 5 Industrial Centers and 5 Labs, they should produce X Indestry (Lets say 60), and Y Research (lets say 30). Instead of producing 60/30, if you balance your sliders (Master Slider at 100%, Social/Research at 50% each) your ending up with 30/15.
Are there any plans to fix this in Twilight? While I understand that on the surface the solution seems simple (Increase the individual sliders so they each go to 100%, instead of each splitting) and isn't (because of all the changes it would necessitate with game balance, A.I.'s, and in general code) I really hope their are some plans for addressing this, either in Twilight or 2.0, and thus far we haven't had any word that this is the case.
2. The Large Ship = Large Part Fallacy. For whatever reason (Probably something balance related) the designers, you, decided that when you increase your hull size you should have to increase the amount of space every part takes up. In some respects I can agree with this. Engines on a huge hull should take up more space then on a small. In other respect, I don't. The Doom Ray which takes up (drawing a blank number here, not an exact one) 10 spaces on a medium hull shouldn't take up 22 on a huge hull. The same can be said of defenses. Basically as it stands researching huge hulls isn't really worth it logesticially because they cost much more, but don't provide nearly as much of an advantage as you would think. If its got three times as much space (in points) I'd like to think it could hold three times as many weapons or defenses. Instead its more like twice as many, or 1.5. Are there any plans to address this?
3. A.I and speed. On the whole the A.I never seems to put any engines in their ships. Its not a big deal on a small/medium map, but once your on the larger maps it takes them weeks to get ships even close to you when you declare war. As a result by the time their ships reach you they are no threat at all because you had 8-10 weeks to build a fleet. Is their any way to code in the use of engines on larger maps for the A.I?