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Galactic Civilizations II concept thread
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Lets see, I would like......
1. Multiplayer
2. Ship Design
3. Better planetary battles (strategies, multi-turn battles, planetary assult ship support through bombardment)
4. NO 3d map, like a mean real 3d, where you have to circle around and stuff, that would really suck.
5. Multiplayer
6. A better minor race system, including oblivious minor races (like the ones often featured in the random event now) that are primitave pre-space flight, and that could eventually grow into "real" minor races (or be helped there ) and more minor races.
7. A realistic galactic planets where you can choose if you want to enter in the first place (and people will still trade with you if you don't, especially other non-members) and where you could actually bring proposals to the table, and where smaller races could ask the council members for protection against a large and agressive enemy, some thing like the actual united nations, good races will tend to want to be in it(for the protection, influence, etc), and bad ones will tend to be out (because they don't want there wars or anything to be regulated, and have the chance of getting trade sanctions against them)
8. Multiplayer..........
thats about it, just some ideas that I think would really enhance that "real" universe feel to the game, while keeping it fun.
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at CenturionV. That's quite a list there, mister.
Anyway, I would like to see enforced boundries. No more rival ships running around in your territory unless you gave them permission. No more building up your fleet next to an enemy planet and then declaring war. etc. etc. etc.
Also ... at the risk of getting tomatos thrown at me ... I like the simultaneous turn feature that was presented in Birth of the Federation.
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#31
by Citizen Bassieboy - 8/1/2004 5:37:00 AM
I really like GalCiv1, so GalCiv2 sounds great.
But some of the ideas posted on this thread really give me the shivers... GalCiv is a great strategy game (really it is!) and gameplay is its power, micromanagement is always the worst thing you can do. Anyone that doesn't have nightmares about MOO3 every single night, should be taken of the development team immediately!
The resource/production thinking in galvic is great (factories only expand production capacity and only 1/3 is free), the dependence on economy, trade and diplomacy is even more important and finally the AI of course. These things make the game better than civ3.
For Galciv2 do's and don'ts
Do's
- Fleets with logistic penalty (always auto fleet)
- Fleet battle system like the one in warlords
- planet quality will determine the POTENTIAL of the planet (with slots)
- More emphasis on diplomacy and the united planets (pass own laws)
- Better technology tree navigation, like in civ3 (I downloaded the game so I don’t have a fancy manual…)
- Espionage and destabilisation pop up random events menu with three options.
- ship design, but really simplistic. Only slots with attack, defence, speed & various specials. (option to turn off ship design!)
Don’ts
- Ship design, with too much options. 3 type of attacks, 3 type of defences. This turn the game into a micromanagement frenzy
- 3D galaxies, galaxies should stay in 2D (a 3D engine however is OK)
- Multi-turn battles, real-time battles. Anything that makes a battle take longer than 2 seconds is wrong.
- Planetary orbits, planetary navigation other than in the main map. This takes so long and wrecks the gameplay.
Well I think that’s about it, probably missed some points but they will come back to me…
Have fun developing!
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I'm sure this has been mentioned before, but what about a galactic auction.
One where both council & independant races can be chosen (or all of them).
Multiple items can be put up for bid and a winner can be chosen by the user (and with the option of still not choosing anyone at all).
And a special "tech auction", where multiple winners can be choosen (to pay for the tech).
I assume the AI won't use the galactic auction very often (if at all).
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Oh, one thing I REALLY loved was the weaponry/defenses triad. It makes sense, really, that different races would focus on different types of weapons and armor. A race could also focus on being even in all categories, being lower down on all them overall [compared to other races] but being more flexible. It's an excellent concept, really, and if it's implemented right, the game would be greatly enhanced by them. I've always enjoyed employing strategy, so having different weapons and armor is a great way to do that.
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#36
by Citizen Excalidan - 8/2/2004 8:33:35 AM
Another thing- wormholes. These would make the game great fun.
You research the controlled wormhole tech which allows you to build a "wormhole consturctor". Like starbases, you con build a wormhole anywhere. Once you've built more than one, when you move a ship on to a wormhole then it asks you which wormhole you would like to come out at. This would be very helpful on larger maps where your enemy is across the galaxy.Eventually, you could create a network of them and go almost anywhere very quickly.
However, since they are "built", they can be destroyed, but can also be upgraded defensively (like a starbase).Each wormhole would also cost maintainence.
All majors are open to the tech, but a civ can only use their own wormholes. If the UP law about allied assistance with starbases is passed, it would apply to wormholes- you could use your ally's, and vice versa. Their is a challenge, though (look at the Yor pouring out of that wormhole...)- you'd have to find ways to combat it, but hey! more fun playing GalCiv!
If this concept appeared in GalCiv II, I'd be estatic.
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MOVIES !
Technology movies , each time you descover new technology - play a movie or animation related to this technology or show this piece of equipment like full screen , the text that we have now is good too but it's like main thing now , make it secondary and include tech statistics , like this weapon have 20pt firepower and such .
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Suggestion 1:
How about giving selected cities their own 'go to' sticky icon on the main screen. You might like to have A, B and C have a 'go to' icon, where A is the most productive, B is the most researchy (is that a word) and C is the one closest to Race X. In the end game when I have 50 worlds, I don't really mind what my baby planets are doing. But that one PQ 80 planet that I've nurtured through the game, that one counts!
Hmm... maybe I should be evil...
Suggestion 2:
Have a template 'mod' style. All the user like me wants to do is download the prog, click on the mod, and have it copy files into all the right places for me. When I boot up Galciv 2, a quick menu "saying A,B,C mod detected, please click the ones you want" would be great.
I know everyone else here is a skinning whiz and can program backwards in their sleep. Some users, like me, struggle with turning the computer on. Making using mods easy would be really appreciated and encourage mod use.
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I relly like the idea of having the planets in the sector instead of on the screen and the nebula idea is awesome. I also like the idea of having the border being on the map like on Rise of Nations. Can't wait till its released!
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I would like to see the ability to create key shortcuts, I play on a laptop, and playing with the pad is a real pain sometimes, if everything had a key binding that would be nice. Also, a GoTo type command would be nice. Send a ship to a particular planet or rally point without having to click the mouse 4 times.
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i for one would like to see civ-specific weapons/abilities near the end of the tech tree, if possible, and i'd also like to see more into Nano-Technology!!! Scientists today think it will be a big part of our future
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also planets should have randomised "special resorces"
E.G. "Phase Crystals" +1 Weapons
"Tri-Latinum" +1 Defence
"Abundant Fossil Fuels" +1 Speed
You know
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also planets should have randomised "special resorces"
E.G. "Phase Crystals" +1 Weapons
"Tri-Latinum" +1 Defence
"Abundant Fossil Fuels" +1 Speed
You know
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I think I must be one of a few people who really don't care about multiplayer. |
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No, you're just one of the (relatively) few people who hang out on internet message boards who don't care about multiplayer. I'm with you, btw...
I also hope Stardock remembers all the (excellent IMHO) reasons multiplayer was left out of GalCiv, and that it becomes an 'if we get time' option, rather than a central feature of the design...
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#47
by Veteran Tytan - 8/9/2004 6:33:06 PM
I loved the warlord's style stack setup.....I play the game on my pocket pc all the time. I think the logistics limitation will balance the mega-fleets very well.
1. I think the weapons/defense triad is a great idea....giving the combat a dimension of depth like unto the warlords bonuses for terrain and so forth.
2. Love the idea of nebulas/asteroids.....perhaps ship enhancments/penalties that allow bounuses/negatives near or in nebulas or asteroids?
3. the per planet budgeting is a real winner. I used it heavily in the MOO games
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#49
by Citizen TrekE - 8/11/2004 10:38:29 AM
I have noticed one thing about GalCiv that is pretty poorly done, and hasnt been fixed even in the newer versions: Galatic Resources arent very imaginitive or significant. There are six things you can mine, but all of them are simply ways to upgrade abilities such as morale, military, etc (which, of course, we can already modify with starbases, abilities, gov types, etc.) Why not make those resourses ACTUAL resources? Certain types of materials that can allow you to build different types of ships, planetary improvements, etc.? It would give the game another layer of realism, instead of just giving the user yet another way to upgrade ability points.
Just a thought...
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