Well Tactical withdraw is learned military tactic. It could be part of a research item "advanced tactics" so a fighting withdraw could be a thing. I think it saves some fleets that get caught trying to join up with bigger fleets. Some losses may still occur but its better than nothing. I am good with the system calculating a chances of escape and losses occurred during. This could also be used in attack. I have seen other turn
John1979
Hi all, Just played an exciting game and had some thoughts on future ideas. Seems odd to me that I have to start out a Empire before I can be a Republic then a Federation. Why not make that a decision tree with bonuses for each. It would also likely influence your interactions with others. Why do ships fight to the death? Seems like fleets that realize its over might fall back and regroup. You
I agree. If nothing how about a force multiplier wherein a tiny ship is really a squadron of say 12 ships; a small ships is say a group of 3 or something. The stats stay the same but we get more exciting battles. It cn be an option so as not to overwhelm some players CPUs.
This is a cool DLC idea. Pirates could serve as privateers, maybe even join your side like the pirates at the battle of New Orleans.
I see all 3 of these questions as inter related. I will play a game for hours if I feel like the universe is dynamic and diplomacy makes sense, meaning that my ally does not suddenly and for no reason attack me. As stupid as Britain suddenly turning on the US during WWII. I would like the option to work together with a ally to develop a tech like the US and GB did with nuclear weapons. Share intelligence and conduct joint invasions, or liberate planets that we
Well there is some scifi that has space variants like Gundam and Macross. I think to be fair to the nay sayers, yes humanoid combat suits are likely totally impractical, at least with modern technology. But to be fair to us, this is scifi. I mean warp drive/ FTL drives are likely impracticable as well. I personally prefer a more small scale mech, say the size of a modern tank or plane, but heck this this a scifi game and if someone wants to research a doomsday 100 me
Fair points all. The game might not really merit mobile suits though, having said that. I like it as a tech tree option. One for ground combat. I know that we don't play the ground combat part but I am hoping for a more complex tech development. Starting with conventional warefare and moving on to include to additional battle strategies including a non-conventional mecha strategy. Mecha has multiple uses, various weapons various roles including
I haven't posted here is a long time, but have been following the development of GalCiv 3 for a while and to start things off. I am very excited by what I am seeing the game has real promise and I was a die hard fan of GalCiv 2 so to see the old team back is just great. In particular, I am find this fighter module, carrier ship design very interesting. I know its still in develop but it was something I felt GalCiv 2 really needed so just the thought of it being
I rather hope they have a few different types of multi-player game modes. I think I am hearing two broad categories being proposed, one a more fast paced few hours or less game; two a long multiple hour, multiple day version. Perhaps both can be added wherein there is the same time turn mode for a faster paced game and the rank order static mode as well. I do trust stardock to balance them out, they do really good work so I am hopeful. One thing I woul
I would like to see some restrictions with ship upgrades. I am for some, obviously an crew is a capable of improving their own ship and dry docking it can lead to some major improvement, Navies around the world have been doing it for years. But some how maxing the number of improvements for a hull would force new production less a race find itself with an aging fleet. It might even change the balance of power as one faction chose to start early with upgrading, thus having a