I like the idea of the larger hulls costing more, it would make the fleets much more varied and provide a valid reason to produce smaller ships. I would like to see the concept also applied to weapons, making the weaponry exponentially more expensive with each generation, but with added techs to make older weapons cheaper. (IE after plasma III you could research either phasors I or plasma IV which would be cheaper and smaller, but do the same amount of damage as older models)
krazykarl45
What the minors should be able to do is grab a limited number of planets, like the ones in their own solar systems. It would give them something to do other then stealing resources and building influence starbases. It would also reduce the absurd amount of cash they seem to have on hand all the time too.
Perhaps they could spin the resources into their own little tech tree's. Give them names other then "Economic Resource" and "Influence resource" and put in prerequisite techs to build and upgrade starbases. Having a special tech to even build a resource starbase would put an end to the annoying constructor rush for the special resources.
It would be nice to have some eye candy in the void, like the odd quasar or nebula.
I do not really find the cost of constructors really that prohibitive. By the mid game, I usually have many worlds that can produce your basic constructor in 2 turns. I tend to build mostly economy starbases, the trick is to find the optimal position where the base can provide a bonus to the highest number of good planets. What I do find annoying is micromanaging the constructors. I would just like to have one ship with many construction modules on it, so I can add a bunch at once. <br/
Ive been playing a game as the Arcean's on an Immense map for the last few days, and here are some of the things I have encountered Dread Lords: -Showed up and made peace with everyone, Dread lords are not supposed to be peaceful -When they offered me a peace treaty, I was able to get them to give me all their money and most of their tech, just to accept. Special Techs: - I was able to trade a bunch of tech that is not on my tech tree, however some of it was added i
I think an interesting concept in land based weapons would be for them to be improvements. You could have one type for each weapon type, and they would be used to simply attack any ships within a given range of a planet. They would have to have a fairly high attack value compared to ship based weapons, but only get one attack and the enemy does not get to return fire. The balance would have to be that ships can target these improvements from orbit, but similarly only getting one attack per ship.
One feature that I feel is sorely needed in GC II is the ability to lay claim to planets. This becomes especially evident with the new planet types introduced in DA, where you have to research tech before colonizing various types of planets. The 'Colony rush" puts undue stress on your economy in the early game just so you can get a decent number of planets. The other thing that seems to happen, is that other powers will colonize planets in your space because they can. Players (and AI) s
Perhaps it would be cool if you could give your ships standing orders, nothing complicated but just a selection from a list like "target smaller ships", "target capital ships", "distribute firepower" or "target transports" etc... and the higher your ship/fleet level you could have more options available.
It wouldnt be tactical combat, when attacked a dialouge could come up, saying "fight or retreat" if your ship has no movemnt points left, it has no choice but to fight.
It would be nice for your ships with movement points to be given the option to flee instead of fight. This would be an advantage to ships such as scouts non-combat units, who (if you load them up with engines) would be much faster then thier attackers, but would never win a fight. It would be fairly realistic aswell.
It would be cool if we could have reappearing opponents. Ex If a race is conquerd by a race of an opposing alignment, the conquerd planets would slowly move to have an organized uprising against thier opressors. The event could be stopped or mitigated by building improvents such as the secret police center. Also with the indroduction of ground forces into the game, we could choose to exterminate, enslave or meerly occupy the planet (think total war). Extermination would eliminate any t
I am hoping for branch interaction on the tech tree, so for example once you have researched lasers and point defence, you could research 'laser point defence' or something like that.
I dont think that starbases should have a base type anymore, the modules should define the bases role, so we could have one starbase that has for example military and economic modules on it. Also, I would like the ability to build constructors with more then one construction module on them, I find it annoying to have to build a constructor for each module, we should be able to slap multiple modules on a starbase with one constructor.
I also would not mind having more branches on the weapon tech tree, currently all we have is the psyonic weapons for evil civs. But having, different but not neccesarily better weapons would make the game more fun too.
I like the idea of having to manage power levels for ships, it would add a new dynamic to components instead of the size and cost that components currently have.
What I would like to see in the XP is weapons that do not hit 100% of the time. Sensor modules should increase the probability of scoring a hit while modules such as ECM or cloaking would decrease your enemys ability to score a hit. Defences could be split into jamming and interception types. An entirely new tech-tree line for targeting sensors and sensor jammers would be awesome. I would also like to see more benifit to defensive modules, ie Armor should also protect agains