Tactics game w/ many ships

I picked this game up again recently, and I remember why I stopped playing.  The most effective strategy is to focus on research and economy until you actually get threatened, then create one or two super ships and dominate.  I would much rather play a game with a whole fleet of ships, and spend exactly zero time handling anything with research/economy/planet management.  I just want a tactics game that produces new ships now and then, so that success is defined by kill/death ratio and how well resources are defended.  Does anyone know of a good way to set that up?

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Reply #1 Top

Sins of a Solar Empire may be closer to what you're looking for.  It's definitely got the many ships part covered, and aside from being a gigantic game of rock-paper-scissors, it is fairly tactical.  There is planet management, but upgrades are very limited, structures are moderately limited, and you'll hardly notice either.

There is a research tree as well, but while it does have a decent effect on the game and is necessary to unlock things, it's not half as focused on it as GC2.

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If you're asking about a mod for GC2, you can certainly create a new tech tree (or set thereof), making such ships more difficult to field.  As for planets, you can just set up 1-per-planet buildings so all your planets have the same thing...but this should be designed around the minimum planet class you'll find (5 becomes 8 in DA, can become as much as 14 with 11 free tiles in TA).

While that doesn't address your issues with research itself, what you could do is simply gut the entire tree, have everyone start with all components, forget about improvements, and as all the planets will be low industry, it'll be more effective to spam fighters than build battleships.

There's also a scenario, Battle of the Gods if memory serves, that has all races start with all techs.  This may or may not be enough for what you're looking for, though.

Reply #2 Top

I picked this game up again recently, and I remember why I stopped playing. The most effective strategy is to focus on research and economy until you actually get threatened, then create one or two super ships and dominate. I would much rather play a game with a whole fleet of ships, and spend exactly zero time handling anything with research/economy/planet management. I just want a tactics game that produces new ships now and then, so that success is defined by kill/death ratio and how well resources are defended. Does anyone know of a good way to set that up?
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Doesn't sound like 4X is for you. I could give you plenty if tips to make the game supremelly challenging for you, but all games of GC2 you set up will have something of what you want to avoid, less you simply ignore whole facets of the game.

Listen to SS, SINS is a fantastic game and has far more RTS in it's DNA.

Reply #3 Top

I just want a tactics game that produces new ships now and then, so that success is defined by kill/death ratio and how well resources are defended.
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  Rare planets,  rare habitable,  rare stars and 9 AI opponents could give you the sort of setup where each player can only get 2 or 3 planets each;  similar to the campaign scenarios.  There is still some economy/research to do but only on 2 or 3 planets.

  For me,  late into games (when the remaining races have researched the high weapons and defences techs) comes the fleet tactics with not much economy or research management.  So,  I suggest set research rate to the fastest at the game setup (I've only ever used "normal" setting).