Some Ideas to make GC3 much better and couple word about identified problems.

Well, here are some questions, problem description and better game experience ideas.

 

1. Espionage... in GC3 MUST be at least spy missions to allow faction see what is there at neibourhg`s systems. Also good idea will be some diversion acts and so on. Without espionage IMHO game lost big part of interest and fun (especially Kriin Syndicate should be a spymasters).

2. Game is missing diplomatic option to refuse taking planets\ships\starbases etc. from surrenderind factions because of almost imposible their further usage in geografic or politic reasons. Right now... if your ally, or faction you have good relation whith will give to you all its property and you CAN`T  refuse taking it.

3. AI tactics shoud be improved much more. For example: I was in war against Iconians, my friend sent to them 8 ships, groupped in one big fleet (logistic weight 40), and all tech he had (so Iconians whith godlike AI have not ane problems whith logistics). What did they do? Right! Iconians splited that fleet and used lone ships and only one group where were two of them. If AI have used that ships in one big fist (all 8 ships in one fleet) it will get good chanses to turn war in its profit, but I simply hunted lone shipsone by one.

4. Why in multiplayer there is no option to declare peace between human players controller factions??? Is that some kind of feature or what?

5. Ship designs, used by AI should be more... serious exactly. After discovery of medium hull size ships, used by AI become nothing but toys whithout any danger to human player ships (for example: my very basic medium ship have beam attack about 25 and 12 shield power, but standart terran aliance medium ship have beam attack ony 12... so in 1v1 battle my ship will be winner almost whithout any damage, what in total whtih AI love to use single ship make war long, but easy trip).

6. Please someone explain me why planets whith 0 loalty are still under my rule, why conquered planets don`t even try to take their freedom back, why only chance to revolt planet is surrounding whith faction borders? Why  planets whith low\0 loyalty still generating faction influence (howewer they must lower it and rising a revolution against unpopular government). And where is inner politics? At least where is senate from GC2? And is there any plans to realise something about it?

18,862 views 5 replies
Reply #1 Top

1) They have said they plan on having a rather elaborate espionage system they will introduce in an expansion, it apparently was descoped from the original game because of time scales as they wanted to do something better than GC2 had.

2) I agree on this 100%, what if I don't what they wish to give me for strategic reasons I might not want a particular planet for example.

3) They plan on regular patches to improve the AI, probably for years to come. It's kind og Frogboys hobby to keep improving GC AI's he kept producing improvements for years with GC2.

4) Don't know I don't really play multiplayer.

5) yes this area of the AI could do with work too and I'm sure will get it, good example.

6) Not sure of all the points you are trying to make here, by senate do you mean the United Planets? If so it's there, you can adjust in the start options how big a role it plays. As for rebellion and influence well the system is all balanced around allowing both conquests and Influence victories. I think somethings about it could be tweaked but it does work pretty well. Though conquest I find much easier than influence take overs.

Reply #2 Top

6. you misunderstand me. Under Senate I mean politic system from GC2, not UP. It about that you on game start choose political faction, that gives to your whole Empire some bonuses, and in future on senate election that faction may win or lose it, and so you keep that bonuses, or have penalties from opposing faction, that rule in your senate for the next election period.

Well I like the GC3 influence system, but(!) planetary morale must play bigger role, than simply lower Industrial production, or research speed... In GC2 there were event about revolution against faction government, that spread among low loyalty colonies. Whi don`t something like that be in GC3? That would be logical for someone who don`t male any sence for people morale? So I think, that planets whith low morale should be able to riot against their government and after some period of revolution become independent (go to pirates, or nearest main faction), although i think, that such planets dhoul generate less influence (influence rate shoul be connected to planetary morale, and when morale goes lower, than 50 influence, generating by planet shold become negative, or at least very low).

Reply #3 Top

Ah I see sorry I had actually forgotten that was in GC2.

 

I kind of agree with you Morale should have more effect and yes break away planets when Morale got too low would be great.

Reply #4 Top

5) The automatic ship designs overvalue defenses. Thats why often you end up with ships like 12 beam attack and then 8/8/8 defenses. When it should really be 20/0/0 attack and 4/4/4 defense...

Also the weapons are unbalanced and the AI doesnt know about it. They should use MUCH more missiles and missile defense (at the moment).

6) I also dont get that loyality stuff. In my latest game I was able to research Extreme Colonization before anyone else. I sent 4 constructors and 2 colony ships into the enemy territory where 2 plantes where in the same system, and I wanted to steal them.

So far so good. Built a Culture starbase in reach of both planets with maxed culture rings and then built both colonies. Lost both in the next couple of turns depite building culture buildings and approval buildings. I get the the enemy culture was very strong, but what was i supposed to do? Bring more colonists? or less?

Then I was so angry, I declared war on them and captured both plantes (yeah, I know, I first brought colonists and then soldiers to kill my own men... meh). After I took both plantes, guess what? They didn't rebell. I don't get it.

Reply #5 Top

Quoting Kyoss79, reply 4

Also the weapons are unbalanced and the AI doesnt know about it. They should use MUCH more missiles and missile defense (at the moment).
End of Kyoss79's quote

For me eapons are balanced and balanced rather well (it may be better, but... as is it` good enough), but i don`t understand how defence working. I think, that defence must decrease attak of weapon type for amount of defence whith simple formule like Attack-defence= damage (or whatewer it is), but in game defence, on my point of view is... useless and pure attack ships going in battle much better, than heavily armoured "tanks". And I prefere beam weapon because it`s good accracy and pretty good firerate, damage and range of fire.