kenbredding

kenbredding

Joined Member # 6902345
0 Posts 7 Replies 33 Reputation

The game is obviously huge, making it hard to get every possible suggestion into a single post. My take on governments is that I enjoy having them in the game but changing governments should be a huge affair not to be taken lightly. Even changes to a government without switching the actual governing type can cause everything from protests up to actual civil war. Going from monarchy or dictatorship to a republic would likely entail a period of anarchy and low productivity and an impact on the

125 Replies 722,379 Views

As long as we're wishing - 1. Chance to retreat from space battles I know I can't win. 2. Special troop training needed for extreme-type planetary invasions. 3. Boarding actions to capture starbases/ships/shipyards. We could use stellar marines for this. 4. Autopilot cancels on detection of enemy ship, allowing orders to be changed. 5. Ability to set up espionage bases on dead worlds and/or espionage starbases hidden in gas clouds or nebulae

125 Replies 722,379 Views

[quote who="SchismNavigator" reply="5" id="3759449"] Combat might be a trickier one. I feel like it's pretty standard for a 4X game to not really force in depth tactical choices on people but there is definitely room to improve. How would you guys feel about turn based combat though? [/quote] Turn-based combat worked well for the old Renegade Legion: Interceptor game. Possibly the modern graphics options would allow for kill markers under the bridge/cockpit windows? Might be

125 Replies 722,379 Views

I'd like to see an option to retreat from an attack, assuming of course that my ships have superior speed and more leftover movement points than the attacker. Naturally, retreating may not always be successful - fleet and/or commander experience might allow for "outmaneuvering" which would prevent any retreat at all or cause retreating with losses. Ambushes from a gas cloud would give the attacker a free first round without any defender actions. Also, gas clouds and/or dead planets wo

125 Replies 722,379 Views

[quote who="dlapine1" reply="86" id="3759331"] Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no? [/quote] You are correct that we could just disable surrendering. In fact, I'm currently running a test game with surrendering off

108 Replies 601,547 Views

Regarding the fog of war inside your own territory, I vote to bring it back. A faction declares war on me, so I need to plan. What size fleet(s) will they send? At what point will they cross my border? If they have to cross other factions' territory to get to me will they encounter friends or trigger another fight? Do I deploy my ships around key planets and bases or do I send them to patrol my border? The key to all these plans is the extent of my sensor ability. The suspense builds, the gam

108 Replies 601,547 Views

Huge fan of the game, but the destruction of all of a surrendering factions worlds is a gigantic bummer. Some of those worlds were (in my current game) Class 16+ powerhouse planets which I was preparing to conquer or assimilate. Now there is just a huge area of worthless real estate. Why not - a. Provide a path to restoration of a planet's former greatness through a dedicated starbase or something, or b. Set the planets back to neutral, creating a mid-game coloni

108 Replies 601,547 Views