00zau

00zau

Joined Member # 4787080
0 Posts 11 Replies 49 Reputation

[quote who="Liquid Sky" reply="6" id="3431210"] Quoting Stormer9742, reply 5 Quoting 00zau, reply 4One idea would be for the research victory techs, at least the last few, that take forever to research, give massive civ bonuses, with the tech victory one giving the hugest of all, so that researching them even with tech victory off is a worthwhile choice. I mean, you supposedly transcend the universe, that should be worth a huge bonus. Maybe researching it will lock out anyon

18 Replies 986 Views

[quote who="Tharios" reply="88" id="3430527"] Quoting 00zau, reply 87Not if it was a game option. When you start a game, you'd set "tactical combat on/off;" people who like/are good at tactical combat would play games where tactical is on, people who don't like/aren't good at it would play games with it off. Basically, combat would always auto-resolve with tactical = off. Ah...so segregation of players, basically.[/quote] Call it "two games in one" t

118 Replies 200,311 Views

[quote who="Tharios" reply="85" id="3430523"] Quoting 00zau, reply 83I mean, they could make it optional. Or make the combat turn based, a la pokemon. Just something quick and dirty, but more involved than just watching them club it out. Heck, even something like setting a fleet stance that gives bonuses and penalties; that'd be more of a strategic decision, too. You might get certain fleet "stances" or the like. The devs have said they want to incorporate rol

118 Replies 200,311 Views

[quote who="Tharios" reply="82" id="3430515"] Quoting 00zau, reply 81 I'm mostly just hoping for a better combat system. I would like ship defense to actually matter. More offbeat support options like the warp bubbles and atlas modules would be nice as well. Making fleet combat and ground combat more interactive would be nice as well. At best, a fleet engagement could be like a RTS minigame. Imagine a battle being played out like a large-scale fleet clash in S

118 Replies 200,311 Views

It could be interesting to have a bunch of simple +% techs at the end of the tech tree to keep research relevant, but it could turn research into the 'one stat to rule them all.' High research would let you power through the tech tree faster, and then you'd just keep researching higher techs, becoming more and more powerful, and no one else could ever catch up. One idea would be for the research victory techs, at least the last few, that take forever to rese

18 Replies 986 Views

I think the new/redo/old balance seems about right. I disliked how GW2 basically has nothing in common with GW mechanic-wise. To be honest, I more or less want "GCII, but with my ideas better" I'd like expanded combat options, both fleet and ground, or at least a mechanics rework to make defenses viable. More atlas modules, warp bubbles, and the like as well to liven ship design up as well. I

36 Replies 37,277 Views

Honestly, I think the whole "cockroaches inherit the earth" has more than the "survive radiation" behind it. While some insects may survive radiation better than roaches, they don't survive everything else better. Roaches are hardy little buggers in every respect, and that's their advantage. After WWIII, all that would be left would be insects and the like, and roaches would rule the insects.

26 Replies 23,402 Views

I like it. Basically, it'll be like having sliders for each planet, instead of only having the focus-on-one-thing option. It would be nice if we could save some planet profiles to quickly start a planet on a given setup. For example, you could save a 100% manu setup for building up a planet, have a 100% research setup, a 100% wealth setup, and a 50/50 setup for research, econ, and general worlds, a 50/50 research/manu setup for a research planet that's upgrading

101 Replies 72,937 Views

I've gotta agree with the 2d vs 3d issue. In space, there are no features to serve as chokepoints, so you'd have to liberally seed a full sphere with mines, which would be prohibitively expensive. Even with a several kilometer engagement range, you'd have to have an absurd number of mines. For example, the surface area of Earth is over 500 million square kilometers. At a reasonable distance from the planet, I'd imaging that for a 1km range mine, 1 km^2 o

18 Replies 6,798 Views

I'm mostly just hoping for a better combat system. I would like ship defense to actually matter. More offbeat support options like the warp bubbles and atlas modules would be nice as well. Making fleet combat and ground combat more interactive would be nice as well. At best, a fleet engagement could be like a RTS minigame. Imagine a battle being played out like a large-scale fleet clash in SoaSE.

118 Replies 200,311 Views