Deimos' Indepth Suggestion Thread

Since nobody seems to be interested in a Complexer Intel System, I'll just stuff all my suggestions in here.

Most important thing about this thread is that I think a lot about what I suggest, potential problems in my suggestions and their solutions and/or alternative implementations and I never suggest something because of realism, I suggest what I think leads to better or more interesting gameplay. I update this post very often since it takes me a long time to write everything down and if I have some new thoughts I'll also update it. I've also already done multiple passes for formating so it's better to read, but that's an ongoing process with all the updates. If someone has questions or anything be free to ask I'm happy to answer and get feedback from others.

More coming soon... now not now, but whenever I have time.

Update: Spoilers as anti-great-wall-of-text-messure. Btw spoilers are a bitch to use in html based forums.
Update: Denial of Area Section added
Update: Energy Systems Section added
Update: Started to add the different fast travel suggestions and a new addition to EEE.


Intel Sytems Expansion

 

Basic Concepts: [Show]

 

The Modules:

Ship Modules: [Show]

Starbase Modules: [Show]

 

The Treaties: [Show]

 

The Research:

 I'll leave this one for later as it's difficult to explain without pictures.

 

The Scenarios: [Show]

 

Problems and Solutions: [Show]

 


 

Vast Space Rework:

The Vast Space Rework is composed of three main components:

Solarsystems and Vast Space:

The new Flow system for sensors and lifesupport:

and a Lifesupport overhaul:

 


 

Tile Logistics: [Show]

 


 

Enhanced Environmental Effects: [Show]

 



Improved Terraforming: [Show]

 


 

Custom AI Difficulty: [Show]

 


 

Denial of Area:
fixed Sentry, Interception and Gravitywells

Reaffirm move on enemy reveal: [Show]

Sentry Fix: [Show]

Interception: [Show]

Gravitywells: [Show]

Research Branch: [Show]

 


 

Reactors/Energy Systems: [Show]

 


 

Better Diplomacy
I propose a two part improvement consisting of:
Modular Trade, Treaties and Threats:
Coming sometime...hopefully soon

A Matter of Trust:
Coming sometime...hopefully soon

 


 

Stargates/Warpgates/Hyperspace routes/Wormholes/Somesort of fast travel

Okay as there are a lot of different ways for this I'll just post multiple versions but that doesn't mean all of them should be in the game at the same time.
Most of them draw inspiration from different scifi universes and not the actual GalCiv universe.

The first one originates from a novel or rather a trilogy called "Der Antares Krieg": [Show]

The next suggestion is based on the fast travel routs from freelancer, the X series and all similar games:
Being continued sometime...hopefully soon

 


 

Something about SpaceBattles

 


 

Maybe some thoughts about Improvement and Population...

 

11,988 views 3 replies
Reply #1 Top

Interesting ideas.  Hiding /inside/ nebulas is currently a thing, no?

 

One of the draw backs that I see is that this game isn't supposed to be about a lot of tactical micromanagement, but rather more about the big picture.  So the whole line-of-sight thing would really alter the tenner of the game.  I personally wouldn't make much use of it, since I'm lazy and care more about long term macro, but I could probably see myself getting continually cheesed (and annoyed) by it..  Thus it would be difficult for me to support adding line-of-sight to the game..

Having said that, stealth/cloak tech is an interesting idea for a couple of reasons.  I would like to reiterate however, that I would oppose this being something that must be micro-managed.  But the idea of having to choose between size/speed/stealth when building fleets is interesting.  Similar to macro build out of manufacturing/econ/research - whereby you can't focus on all 3. For example modules (ship or starbase) that reduce nearby enemy ship's sensor/sight radius is an interesting idea..

Perhaps this is the sort of mechanic that can be looked at when espionage is implemented.  It's probably not the sort of new feature that should be added when the base game is still experiencing fairly significant mechanical, balance and AI updates..

 

cheers

Reply #2 Top

Hiding inside nebulas is not a thing, nebulas just reduce the sensor range of whatever is inside them, they hide nothing. EDIT: Hiding in nebulas will be part of Enhanced Enviromental Effects.

Line-of-sight was just a half-hearted idea, without much thought put into, because I already dismissed it as nonviable.

No micromanagement, just techs to research, modules to put on ships and starbases and new treaties for diplomicy.

Yes, it's a mechanic that should be implemented later down the line and not right now because (besides diplomicy needing to be fixed) this needs a good chunk of work to teach the ai but it's well thought out and could get its own addon.

I'll continue to flesh out the idea in the main post.

Reply #3 Top

Bumb, for the almost complete post rework and to get some more discussion.

Edit: Since nobody seems to be interested in a Complexer Intel System, I'll just stuff all my suggestions in here.

Edit2: :( The lack of any kind of feedback makes me sad. No feedback no refinement of the ideas.