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Opinion: Combat too binary in a spatial&time sense

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7 years ago
Jan 3, 2018, 7:15:23 PM

You could have inflation for ship building. It would work like the marketplace.

The game already increases the prices of ships when there are rising tensions between factions. But in this case the cost of a ship would become higher every time you build a new one.

So you either have a breaking point where you have to stop spamming and deal with your present fleet or you keep increasing your industry or dust (or influence for United Empire) to increase production.

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7 years ago
Jan 3, 2018, 7:05:25 PM

True... 


I guess the main thing was: How can war not result in spamming ships. I think the cheapest solution would just be, to give ships a "wrecked" state. And they can limp home to be repaired. Still costs you resources. But is less repetitive and keeps the build queue usable.


And just less gamble and more reaction gameplay. The military gauge is kinda fooling you anyway. So you gotta test and try stuff with the chance to pull out when you see stuff doesn't work out.


I mean, most of the ppl are probably just loading the autosave anyway, cause loosing too much is often times just going to cost you the game. 150 turns decided in like 4 lost battles that you had not much chance of reacting to. 

Updated 7 years ago.
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7 years ago
Jan 3, 2018, 6:24:24 PM

Agree with 1 and 2, however 3 would be too situational imo to devote much development resources to. Not only will often not have the required ships/conditions to make use of any of it, but also there's a lack of moons and whatnot in-game anyways, they're rare anomalies that appear in a few systems. I wouldn't design a brand new combat feature on the off chance that maybe you'll have a big fight on a system which maybe has a moon. Besides, glhf programming an AI to do it, lord knows devs are having trouble fixing it as it is..

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