GoodGame

GoodGame

Joined Member # 1796776
10 Posts 124 Replies 9,350 Reputation

I think it's all a matter of scale, but as long as the scale and potential combinations of unit design is immense, there won't be any problems with players designing 'relatively' super units. The problems come more from when super-units aren't balanced versus each other, or are easily reached through an exploit. An unbalanced super unit = easy pwnage = the game lacks long-term replayability. If there's a decent and fair gradient for all players to reach super units, then the

39 Replies 32,963 Views

I had a tiny insight when I thought SPORE + ELEMENTAL when I realized that Elemental would really be over-the-top awesome if it had a great story (being a fantasy game) but one that was different each time you played. SPORE (procedural generation) + backstory for a fantasy strategy game = awesome in my mind. In other words, a procedurally generated backstory and quest system for Elemental would make it stand out. But then I had no clue how that might be done sim

7 Replies 41,663 Views

Hi, I'm getting the above message (in the title) when I try to run my copy of GalCiv2. The situation was that on my old hard-drive I had installated the Totalgamingnetwork and a version of Stardock Central over a year ago. Since then, that hard-drive is no longer my central hard-drive, the CPU/mobo are not the same, and that SDC isn't the main one I use. I just did a fresh install of Stardock Central on my new boot drive

2 Replies 3,753 Views

If we are voting then I say nay to tactical ship combat in the I-move, You-move format of MOO and others. A thin layer of tactics, pre-programmed only as fleet doctrine, to be watched on the battle movie, would be ok IMHO. Tactical match-ups that might give a weaker ship a chance to avoid a hit, or increase the damage of a hit would be cool. The tactics would be tech researched of course. Ground combat could use some semi-tactical thought though, since its rather boring.

91 Replies 174,004 Views

Just a thought, if you love carriers, lets try to come up with a very eloquent and simplified proposal. To keep them simple: 1. Make fighters a one shot weapon in themselves. They fire once and are then expended. Perhaps they launch and fire in the first round, or perhaps they launch in the first round, are subject to missile defense fire in the second round (if much greater than ECM III, or something more appropriate), and then get to fire their payload in the third round

176 Replies 349,229 Views

Good ideas. This would tie well with the idea recently posted about only having an available pool of soldiers per pop. The leftover conquered people could fall into this category. Rather than actually track race demographics, they could simply be lumped into a catch-all category labeled subjects or something. I like this idea to if the subjects could expand as well and perhaps cause social infrastructure problems if they werent dealt with in some way (slavery, citizenship). And the

400 Replies 126,605 Views

It wouldnt have to. Itd be a function of the species breeding pattern which might be decidely unlike humans. Overall I like the idea of an available pool of soldiers. The exact percentage of available should be another racial trait percentage, and raisable by techs or anomalies. Hi! Any problems I didn't see? I like the idea. The only thing I can see going wrong is it wou

7 Replies 6,441 Views

The GC2 policy on used copies is still pretty much win-win though, since the person that got the used copy really shouldnt have expected support anyway, so its a lot like buying a shareware copy. Since GC2 gets updated and improved all the time (been like 18 months now) it pretty much fits a shareware model. The thing that sucks is that someone buying a used copy complete with box, as a common storefront like EBgames will be pretty pissed but they can still return it. Itd be nice if the CD fro

249 Replies 603,641 Views