Noob Impression (first play through)

TL;DR: Will ships level with experience? How much will ship experience affect combat? Will there be a feature to auto name ships or will it at least be modifiable.  

First, yes, I am a noob and I get that. A lot of my in game decisions will seem completely irrational. I am writing this to simply pass my thoughts on the "fun" thing from the point of view of someone who is not looking to min/max or be efficient. So, with that out of the way let me tell you about my world, what happened in it, what confused me and what I loved about it. I am playing on a tiny map, rare habitable planets, no resources or anomalies, and on normal.  Its me, Terrans, and the Altarians alone in this empty pocket of space.

 MY EARLY GAME. I first name all my ships, more on that later, give them each a captain with a corresponding rank. They receive the command to boldly go... and they are off. I look at my beautiful planet earth. After talking to its governor, we decide on a strategy to rush produce a few factories and then build some happy places for the blue collar citizens to take their families after work. A talk with my science director and mind blown. Talk about a tech tree. Kind of intimidating. Like any good leader, I show no fear. Half lying to myself I adamantly implore my constituents that xeno entertainment should be our first end state to research towards. They fall to my charm and agree. Click. Click. Click and all is under way.

*Some points I would like to make.

- What I like: Morale. Its simple. Its easy. I understand it. No complex formula. Thank You. I have X amount of people. Producing X amount of stuff. And will stop growing at X amount of food/farms. If I want this trend to continue build more happy places. That is it. Once again thank you for simplifying this.

- What confused me: When I was done rushing my factories and building my pleasure centers, I wanted to stop construction and focus on ship building. It took me almost 10 mins to figure out how to get the "next turn" button to stop reading idle colony. This was very frustrating. I am not sure if my work around is correct. I ended up going to govern tab and changing the production palette to 100% wealth. This changed the idle colony to next turn. After that discovery I continued to fumble through with my brilliant "strategy?".

- What I would like to see more of: I love the Morale system. Even more I love the production palate and the economy system. Its easy to understand. I just have to remember to change the palate back to whatever production value i want when I am ready to upgrade my buildings. I burned a few turns wondering why I could not build anything.

MY MID GAME. At this point, Capt. Janeway of the TSS Voyager has reached as far as our ships will take her. She discovered a precursor artifact and a wormhole (how fitting). I decided to bring my colony ship back to the Sol System and colonize Mars. A few rush builds later it becomes a research planet. My victory conditions are set for conquest and influence. I decided to focus on influence. I rename my ship yard Deep space 9 and give it an Admiral to command it. We start pumping out constructor ships at the cyclic rate. Building starbases seemed like the logical next step. Thankfully the game is on normal and the Altarians do not seem to be doing much. I look up their leader using the diplomacy tab and see what they have to trade. Come to find out, they have been researching war tech and have two small ships. I buy both ships for a small price and trade for some of their war tech so I can catch up. I feel like I dodged a bullet, my people believe me to be some great protector bringing them alien tech and protection.

*Some points I would like to make.

- What I like: I think the tech tree is great. On higher difficulties I see how tech trading can really keep you from falling behind. I wonder if things like alliances will determine if the A.I. will want to trade with you or not. More than this, I like how all the tabs are setup. It makes things neat and logical. I do not feel like anything I want to do is a chore of opening and closing and memorizing information from one tab to the next.

- What confused me: Not much here. Even the rally point and shipyard governing systems were easy to figure out. Nothing was really to overwhelming at this point. I was having fun naming my starbases and figuring out what tech actually let me build a dag on space fighter.

- What I would like to see more of: This part of the game was smooth, I was having fun. Managing my cities, building my ships, keeping an eye on what the Altarians were doing by looking at what they had to trade. It was great! Oh and the galactic events and moral choices were pretty nifty and gave some depth to my evolving story.

 MY ENDGAME. The Altarians control the U.P. council. They shove their agendas in my face, taunting me with their supremacy, dressing it with talks of the greater good. Both of our influence is growing at the same rate. I consult my admirals. The starbases under their control are running at full capacity. The additional influence they are producing is a minimal advantage. We agree, influence victory is taking to long. I promote Capt. Janeway to Admiral and give her a military starbase. I push it as close as I can to the Altarian home worlds, they offer no resistance. I crank out ship after ship sending them to my line of departure under Admiral Janeway. I attempt to make fleets only to realize I need to research logistics. Click. Click. Click. Finally ready. 2 starbases destroyed, a shipyard and two planet invasions later I have my conquest victory.

* some points I would like to make

- the A.I. being on normal really prevented me from enjoying the end game. I will up the difficulty on future plays as the altarians just waited for me to invade.

- my only gripe with the entire play through is my ships, fleets and starbases dont have any personality. They are just stats and numbers. I want them to evolve into the champions and heroes that inspire hope and fear into the universe.

- my suggestion for this is 2 part. 1. Will ships level with experience? How much will this experience affect combat. Can a wryly veteran captain that has managed to survive 20 battles. Inspire a rag tag fleet of frigates and defenders to overcome odds and break through an enemy blockade. Can I grow so attached to their heroics that I will want to name newly conquered planets after them. Which leads to number two. 2. Will there be a way to auto name ships. Either by mods or by use of an editor? Can I add ranks according to experience levels. Naming each ship is fine on a tiny map but on larger maps it would get quite tedious.


Thanks for a great game.

 

4,039 views 9 replies
Reply #1 Top

1.  ... ships, fleets and starbases don[']t have any personality. They are just stats and numbers. I want them to evolve into the champions and heroes that inspire hope and fear into the universe.

2.1. Will ships level with experience? How much will this experience affect combat.

2.2. Will there be a way to auto name ships.

End of quote

1.  Correct.  Paul's vision is that every k turns, your 40 ships will kill his 35 ships, taking 25 losses.  You will run stats on your losses, cross-index them with your fleet roles, and ... tweak the composition of your fleets to beat the compositions of his fleets.

Hence, any 1 ship is nothing more than stats and numbers.  They won't evolve, and they won't be legendary.  GC3 treads the path of hundred-ship furballs, not an RPG in space.

2.1.  Briefly, no.  There is no leveling.  A ship is a ship.  (If you stay beyond Release, one of the DLCs will add fleet commanders.  No idea how much effect they'll have.)

2.2  I support this idea k1 (but that makes us a tiny minority).  I'd like to see a game engine mechanism of Policy Holder, with subtype Name String Policy, which consists of a piece of code, and maybe a string template (which is really a compact notation for a lot of mindless code, like an awk script).  For example:

  • Chars in a name template are just echoed verbatim by default.  So the trivial template "USS Foobar" would blindly name every ship "USS Foobar".
  • Auto-numbering implicitly auto-increments an integer counter (per ship type?).  Use "$id" or "$k" to paste that in, e.g. "MyShip $k".
  • Ship metadata has (C++-ish) field names, which are exposed.  A string template can compose field names, which automatically do the look-ups for each ship.
    • "$class/$role A-0$k" would spit out "Sniper M3/Assault A-01", etc.
  • If you really like historical or fictional-world names, you can shell out to an external list.  Suppose you use the Name List Editor, Create List = "Starfleeting", and populate it with "Voyager NCC-1805", "Potemkiin NCC-227", and so on.  Then within a name template, use "@Starfleeting[$k]" to treat your list like an array of strings, which uses the id as an index into your list.
    • "USS @Starfleeting[$k]" would give you unique ship names, regardless of their type.
    • Maybe then add functions like "rand($k)" to generate a random number.  Dunno how you'd prevent collisions, tho.

This is the kind of user interaction issue that nags me about every 4X.  Scripting would solve it.  Or we ask, and devs roll their eyes.

Reply #2 Top

I can live with that. Thanks for the reply. Fleet commander DLC may be what im looking for. A name list editor for ships would rock!

 

Thanks again.

Reply #3 Top

In the base game there will be no ship leveling, but currently the first expansion (which sounds like it has been pretty well fleshed out) is planned to be spies and captains. Captains will level up and gain RPG-style skills and can be transferred between ships. That is the plan at least, all subject to change.

Reply #5 Top

This is a great game and there is still loads more to look forward to.AT the moment  I am enjoying the ship designer and building all sorts off stuff, but I need some advice on grouping parts together!!!! can any one help ??????????? Please. Many thanks.

Reply #6 Top


- What confused me: When I was done rushing my factories and building my pleasure centers, I wanted to stop construction and focus on ship building. It took me almost 10 mins to figure out how to get the "next turn" button to stop reading idle colony. This was very frustrating. I am not sure if my work around is correct. I ended up going to govern tab and changing the production palette to 100% wealth. This changed the idle colony to next turn. After that discovery I continued to fumble through with my brilliant "strategy?".
End of quote

it is one solution

some alternate solutions would be 

1) choose a project from the build list 

economic stimulus, research (project?), birthing subsidies, etc
these will have similar results by turning unused production points into various other points however they will automatically get pushed down to the bottom of the list if a new upgrade becomes available

2) adjust your military/social spending
the slider directly under your production wheel
this would divert more funds to building ships 

Reply #7 Top

@androshalforc do i need a specific tech for the stimulus and other projects. mine always read n/a.

Reply #8 Top

Projects work by turning production(about half of the planets social production) into whatever the project supports, economic stimulus makes money etc.  Later research adds more projects.  They are supposed to say NA, they don't calculate on the building list, it may be added later though.

Reply #9 Top

:thumbsup: