Need ship exp

A few things:

Will ship exp will be included in the finished version and work similarly to how it did in gc2?  For whatever reason I find the game much more fun to play when my ships can level up.  At the moment I don't find the beta very much fun, I think if you included ship exp in the next patch I would play it more.  I hope you're not planning on putting it off into DLC or something, at that point I doubt I'd bother.

 

It would also be nice if there was a resource in game that explained what stuff did, especially in regard to how combat works and what tactical combat speed does.  I am familiar with how it all worked in gc2 but tactical speed in new.  And if you preserved the logic the computer uses to select priority targets in combat, it would helpful if you allowed the player to know that information in game when fleet information was selected.  Right now fleet details aren't available, but in order to see which ship the AI targeted in GC2 you had to just start a combat or do some fairly annoying math that kept changing with ship hp.

 

Some bonuses increase the level of certain structures built on them and some seem to indicate they should increase the level of certain structures built around them, but the area bonuses don't seem to work in game.

 

I can't tell if research points accumulated over a breakthrough are lost or saved.  There seems to be some carryover, but why not just let more than one tech be developed in a single turn?

I liked how in gc2 different tiles had different colors which let you know which terraforming technologies would unlock them, I assume you'll add this into gc3?

 

On the whole my impression is that this game is identical to gc2 minus some features I found fun or convenient, like ship xp.  I hope some legit new features are coming in subsequent patches.  At the moment there isn't any point in testing it more, it's just like gc2 but worse.  The adjacent tile system is maybe a slight improvement but hardly mind blowing.

5,193 views 9 replies
Reply #1 Top

I didn't like the xp and the level system in GalCiv 2. I'm not sure I can put into words why I didn't like it. It was something that I could live without. I like having all my ships to be powerful, not just a handful of them. If I had to implement a leveling system, I would likely to include a system to train ships so they don't need combat to level up (it would cost money to do so).

I'm going to think about it and see if I can sort my thoughts on this.

Reply #2 Top

I like level hoping up. I just thought it was weak in galactic civilizations. Civilization was weak until the fourth game. Still think panzer general was the best. I would like to pick abilities as I level up, or a hero system. Maybettraining, and experience.

Reply #3 Top

*Raises hand*

Another leveler here. I liked it. The ships turned into characters. Having actual characters to put into the ships, would do the trick as well, in a roundabout way. Like in Master of Orion, at least number II. Which I might have played the heck out of, coincidentally. :-p 

Reply #4 Top

What they've said so far: Ships will not level in the base game. The first expansion will have commanders who you can attach to a fleet and the will level up  and gain abilities and can be transferred between fleets.

Reply #5 Top

Hmm, Peregrine, really unhappy to hear that.

Dear Stardock; I just want Gal Civ 1, with better graphics.

Thanks.

Stop removing stuff.

 

Reply #6 Top

Leveling up makes sense to me playing a smaller galaxy, where there will be fewer ships.  Playing on immense, with a *LOT* of ships in play, I think it becomes a very minor thing.  

The idea that commanders (or fleet leaders, perhaps?) would  be the ones who level up makes more sense at all sizes.   How exactly does a ship get more hp, say, by being in more battles?   The only thing that makes sense to me is that the crew gets better, so that more hps means actually that fewer hps are lost.   Abstracting this into commanders who are more visible and allowed to move around is better imho. 

And then perhaps spies could try to assassinate them?

I might add that watching some Civ5 replays by Marbozir showed that leveling up units can be powerful in that game, particularly with a Civ that reinforces it.   It works in Civ 5 because the total number of units is limited by the 1upt.   How important does one want this to be in GC3?   Requiring extensive micromanaging to optimize your fleet or losing a huge potential?   This is rather a similar thing as to whether one wants detailed tactical control in battles.   If I don't have detailed tactical control, I won't be able to use my leveled up ships intelligently, no?    

What level of detail is appropriate?  I guess everyone has their own idea.   I like to play on immense, so I tend to think in terms of groups of fleets.   The precise stats of individual ships is not something I spend a lot of time thinking about during battles.   I do that when designing upgrades and new ships, and deciding which to build.

   

 

 

Reply #7 Top

I like the idea of leveling up units in a 4x but I do not like it when it is too strong a mechanic.  In galciv 2 for instance it was not obscenely strong, it gave an interesting hp boost but could not compensate weaker tech very well. 

Civ IV and V also had it right with their perk system. They gave an interesting boost to your units and allowed them to perform better according to your strategy but did not break the other mechanics by being too strong.

I also like the commander idea but same thing should apply in that it should not overshadow other, more traditionnal 4X mechanics like technologies and economy. 

Reply #8 Top

I also like leveling up. Perhaps there should be a way of leveling up without battles, such as "drill exercises".

Reply #9 Top

I don't like giving ships extra hit points for levels, but history has very famous examples of how trained fighters and defeat far superior untrained numbers.   Likewise a good damage control crew can mitigate damage by getting fires out quickly.