Some thoughts on the end game

Hello,

Been really enjoying the game just as many others. But just wanted to bring up something i've been thinking about.

A great way to mix up the game a bit would be to add objectives to complete rather then just completely wiping out your enemy.

One thing I find with just wiping out the enemy is that it takes a significant amount of time to go through each planet and destroy it. Its not really fun for the person winning or losing.

One way to alievate this (and its something that is done really well in boardgames and miniatures games) is to add objectives to the game. This can be anything from protecting a planet, to destroying a convoy. It adds a way to end the game quickly, and gives the teams something to focus on.

A quick way to add this to the current game would be to have the objective be to destroy your opponents capital planet. This adds a few elements to the game:

  • Decisions on if to beef up your capitol planet, or beef up the planets surrounding your capitol planet.
  • When on offence, you should be careful on sending in your full force to attack your enemy. Perhaps he/she has a fleet just waiting to warp onto your capital.
  • Enemy discovered where your capital planet is? Perhaps its time to move it. Start searching the galaxy for a new place to host your capital planet (if we upped the cost of moving your capital this would make this a tough decision).
  • Keep your opponent guessing as to if you are going to make a strike at his capital or if you are going to pick off some of his out lying planets to reduce his resources.
  • Broastcast center's suddenly become far more valuable as you will most likely want to tuck your capital planet in the corner somewhere to keep it safe. Broastcast centers will be your key to keeping your allegience up in your out lying planets.

 

Now with all of that said, there is of course the problem with the early game where someone could rush your home planet. If this becomes an issue perhaps there are some solution to do with either the tech tree or count down timer.


What do you guys think? Would love to hear what others think of this idea.

 

14,382 views 8 replies
Reply #1 Top
I agree, I'd love to see multiple victory conditions.

The "enemy has no ships, lets bomb planets for 20 minutes" phase is dull for both sides. Many different victory conditions could help with this.

Another thing that could help speed it up, is to give a way (capital ships maybe) to "blockade" or "subjugate" a planet, that takes it out of the calculation for victory as long as the ships remain to hold it. This would make a lot more sense than nuking everything we come across (then living in the radiation!)
Reply #2 Top
/sign

I would love to have a variety of conditions that could be set up for either single or multi-player.

That definitly would make the game much better.

Reply #3 Top
Yep would be nice to have some other options.

One other idea that could be interesting to add.....

Maybe a "Assassination Mode" or something similar. Basically each side starts with a say....level 5 Capital ship. This ship has your "Leader" on board. If the ship is destoyed you lose. Perhaps to keep hiding or hemitting from being too much of a problem even make it so that everyones "Leader Ship" can be seen on planetary view at all times.

So everyone knows where your ship is...you just have to keep it protected and moving or whatever at all times etc.

Reply #4 Top
I know this isnt helping.. But its like this in every single game ever created, really. :P
Its boring and tedious, but thats the way it is. In fact i usually quit in every RTS (in single-player) once ive attacked with my main attack force and destroyed the enemies main bases. It just isnt fun to mop up the rest.
Reply #5 Top
The new patch is supposed to let the AI surrender so games don't go as long.
Reply #6 Top
I agree that we need more modes of play and more paths to victory. By more modes of victory I mean games with completely different mind sets such as assassins, capital victory, and victory point markers. By more paths to victory I mean the ability to win by tech/economic domination, cultural domination, galaxy control, etc.

Bombing a planet for 20 minutes is alleviated by producing more siege frigates. The defender should happily take a 20 minute siege because that means he has time to rebuild a counter attack. The pace of certain things are set for a reason. If the defender is simply bored because he knows he will lose then he should surrender...
Reply #7 Top
Multiple victory conditions could also help in MP, so that people don't think it's gg just because they lose their cap early or fall behind economically. More options can level the playing field.