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turn off the TV posted:I think that a game with fuel ranges, three dimensional movement and Newtonian physics would be interesting if the game was like, say, Homeworld, where the design and engine were built from the ground up to support those concepts. Stellaris has always seemed like a "space is an ocean" type affair that's also running on an engine that debuted with Europa Universalis 3, a game that is noticeably unspacy. I just don't really know what people are expecting. I'd love a 4x that was set entirely just in one realistic star system with planets zipping around and space combat and ship design that was kerbal space program with guns. Like a 4X The Expanse (wormhole!!!!)
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# ? Jan 5, 2018 23:26 |
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# ? Jun 8, 2024 04:39 |
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Isn't that literally Children of a Dead Earth? At least I think that game has some overworld strategy elements. I know the combat is hardcore fullsperg newtonian.
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# ? Jan 5, 2018 23:32 |
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Baronjutter posted:I'd love a 4x that was set entirely just in one realistic star system with planets zipping around and space combat and ship design that was kerbal space program with guns. Like a 4X The Expanse (wormhole!!!!) I've always wanted a game that had the feel of Nexus: The Jupiter Incident or Homeworld and the kind of agent based economy that the X franchise pushes for, but still more or less 4x game. If it all took place within the scope of a single solar system that would be ever better.
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# ? Jan 5, 2018 23:38 |
Baronjutter posted:I'm really curious how good the aggressive troop AI will be. Will it actually eliminate troop ship micro or will it be some fussy thing that works most of the time but 10% of the time suicides all your transports so you still gotta babysit them Well, I assume that the stance will only auto-invade within the system, just like aggressive stance on normal ships makes them automatically attack enemies in the system. So you'll still need to manually order ftl movement. Then if you get the hostile fleet in same system alert you babysit them.
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# ? Jan 5, 2018 23:40 |
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Psycho Landlord posted:Isn't that literally Children of a Dead Earth? At least I think that game has some overworld strategy elements. I know the combat is hardcore fullsperg newtonian. Yeah it has rad combat but it's just little combat scenarios there's no like economy or empire management stuff.
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# ? Jan 5, 2018 23:43 |
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Baronjutter posted:I'd love a 4x that was set entirely just in one realistic star system with planets zipping around and space combat and ship design that was kerbal space program with guns. Like a 4X The Expanse (wormhole!!!!) You're in luck, because Aurora exists.
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# ? Jan 5, 2018 23:47 |
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Baronjutter posted:Yeah it has rad combat but it's just little combat scenarios there's no like economy or empire management stuff. Ah, gotcha. I really should pick that up. turn off the TV posted:I've always wanted a game that had the feel of Nexus: The Jupiter Incident or Homeworld and the kind of agent based economy that the X franchise pushes for, but still more or less 4x game. If it all took place within the scope of a single solar system that would be ever better. Total War: The Jupiter Incident is probably a little less 4x than what you're describing but reading this made me realize that it's the game I want most right now so thanks for that.
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# ? Jan 5, 2018 23:50 |
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Baronjutter posted:I'm really curious how good the aggressive troop AI will be. Will it actually eliminate troop ship micro or will it be some fussy thing that works most of the time but 10% of the time suicides all your transports so you still gotta babysit them It's coded to only want to invade when odds are favorable enough that they shouldn't really have any chance to lose. That means you may have to order the assault yourself if you want to take a risk, but I feel that's a better approach.
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# ? Jan 5, 2018 23:51 |
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Baronjutter posted:I'd love a 4x that was set entirely just in one realistic star system with planets zipping around and space combat and ship design that was kerbal space program with guns. Like a 4X The Expanse (wormhole!!!!) I'd love a 4x with multiple giant galaxies, covering thousands of years and allowing you to control millions of space ships, but I feel your dream is more realistic than mine.
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# ? Jan 5, 2018 23:59 |
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Wiz you are a good game developer.
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# ? Jan 6, 2018 00:19 |
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PittTheElder posted:Wiz you are a good game developer. Seriously, mad props. No matter what anyone says, just know that it's all worth it because after all this time, effort, criticism, and constant long nights stressing out, the transport name bug is finally fixed. Thanks, buddy.
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# ? Jan 6, 2018 00:22 |
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PittTheElder posted:Wiz you are a good game developer.
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# ? Jan 6, 2018 00:32 |
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Wiz posted:It's coded to only want to invade when odds are favorable enough that they shouldn't really have any chance to lose. That means you may have to order the assault yourself if you want to take a risk, but I feel that's a better approach. I agree. If there is no chance of failure then there is no choice to be made anyway. If there was any chance of failure there would be arguments over how much of a risk is acceptable & demands that it be adjustable via slider. This lets you setup a siege fleet and every time it conquers a planet it just takes 2 clicks to select the fleet & choose the next target. The old system required 4 clicks to select & move the siege & transport fleets, checking back periodically for the fort. level to hit zero, a 5th click for invasion, and a sixth click to embark again.
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# ? Jan 6, 2018 00:45 |
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I think we can all agree that minimising the number of clicks should be the top priority ticket for 2.0.
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# ? Jan 6, 2018 00:50 |
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Fellblade posted:I think we can all agree that minimising the number of clicks should be the top priority ticket for 2.0. So in other words, I should make the game crash immediately on launch.
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# ? Jan 6, 2018 00:50 |
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Alternatively, a clicking assistant that randomly clicks stuff for you.
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# ? Jan 6, 2018 00:53 |
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Wiz posted:So in other words, I should make the game crash immediately on launch. That would be ok for the simple solution, but I think be would be better if it deleted boot.ini at a minimum to prevent future clicks.
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# ? Jan 6, 2018 00:54 |
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What parts of the UI would you even change to make them more efficient? I can't think of anything really bad outside of the ship editor.
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# ? Jan 6, 2018 00:57 |
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turn off the TV posted:What parts of the UI would you even change to make them more efficient? I can't think of anything really bad outside of the ship editor. Building up a fleet from multiple spaceports.
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# ? Jan 6, 2018 00:59 |
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Wiz posted:So in other words, I should make the game crash immediately on launch. Ironically if you click really soon after launch, before the bar starts moving, it crashes At least for me
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# ? Jan 6, 2018 01:00 |
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Hunt11 posted:Building up a fleet from multiple spaceports. There are going to be fleet templates.
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# ? Jan 6, 2018 01:01 |
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turn off the TV posted:What parts of the UI would you even change to make them more efficient? I can't think of anything really bad outside of the ship editor. I would like to be able to reorganize poo poo myself in the planet side bar and the diplomatic list.
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# ? Jan 6, 2018 01:04 |
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turn off the TV posted:There are going to be fleet templates. I am so glad to hear that.
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# ? Jan 6, 2018 01:06 |
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3 DONG HORSE posted:I would like to be able to reorganize poo poo myself in the planet side bar and the diplomatic list.
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# ? Jan 6, 2018 01:06 |
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I'm quite partial to Star Ruler's tab based design, you can open tabs across the top focused on anything from the different menus to systems in the game.
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# ? Jan 6, 2018 01:10 |
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Fellblade posted:That would be ok for the simple solution, but I think be would be better if it deleted boot.ini at a minimum to prevent future clicks. I feel like the ideal solution would be full removal of the user’s fingers. No more clicking possible!
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# ? Jan 6, 2018 01:14 |
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OwlFancier posted:I'm quite partial to Star Ruler's tab based design, you can open tabs across the top focused on anything from the different menus to systems in the game. How is that different than the tabs in Stellaris?
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# ? Jan 6, 2018 01:17 |
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Wiz posted:So in other words, I should make the game crash immediately on launch. Alternative: remove mouse support.
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# ? Jan 6, 2018 01:19 |
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OddObserver posted:Alternative: remove mouse support. But what if they end up clicking on other applications, or to do some super micro intense task like click the powet button to turn the computer off? This level of micro is not ok!
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# ? Jan 6, 2018 01:22 |
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OddObserver posted:Alternative: remove mouse support. But then we'd have to use hotkeys!
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# ? Jan 6, 2018 01:23 |
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Wiz posted:But what if they end up clicking on other applications, or to do some super micro intense task like click the powet button to turn the computer off? This level of micro is not ok! I think you need to create a mind-computer interface to remove all possible micro. It should be easy. You can make it a 5 buck DLC.
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# ? Jan 6, 2018 01:23 |
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What's an ideal fleet composition look like? I've just been building a little bit of everything as a policy so far but it's really inefficient
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# ? Jan 6, 2018 01:24 |
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turn off the TV posted:How is that different than the tabs in Stellaris? Stellaris doesn't have tabs? Like it's got the control group things at the bottom but it's not the functionality I mean, all the things stellaris has in the drop downs at the top are tabs in star ruler and you can open and save whichever ones you want across the top of the screen, quite handy, and it saves your state in all of them. OwlFancier fucked around with this message at 01:27 on Jan 6, 2018 |
# ? Jan 6, 2018 01:25 |
GorfZaplen posted:What's an ideal fleet composition look like? I've just been building a little bit of everything as a policy so far but it's really inefficient As many of the biggest ship you can make, using a mix of plasma/kinetic weapons, with enough cruisers or destroyers with point defense to take out missiles if you're facing someone with missiles.
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# ? Jan 6, 2018 01:25 |
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So any thoughts on adding Titans as a super late game research option?
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# ? Jan 6, 2018 01:28 |
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GorfZaplen posted:What's an ideal fleet composition look like? I've just been building a little bit of everything as a policy so far but it's really inefficient You can get fancy with it, or you can also just build as many cruisers as you can with all plasma and roll face. When you get battleships, throw some of those in there with Kinetic Artillery.
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# ? Jan 6, 2018 01:35 |
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Wiz posted:I feel like the ideal solution would be full removal of the user’s fingers. No more clicking possible! Stimpire expansion confirmed.
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# ? Jan 6, 2018 01:39 |
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People always talk up plasma but am I doing okay going all kinetics? I don't like the idea of being gutted against shields, and I'm partial to the L-slot artillery.
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# ? Jan 6, 2018 02:15 |
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Jabarto posted:People always talk up plasma but am I doing okay going all kinetics? I don't like the idea of being gutted against shields, and I'm partial to the L-slot artillery. That will work just fine
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# ? Jan 6, 2018 02:23 |
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# ? Jun 8, 2024 04:39 |
The game will shoot weapons at the target with the least penalty against that weapon. In practice, this means that your fleet with kinetics will spread out its fire, but if you also have plasma, they'll focus on a ship as soon as its shields go down.
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# ? Jan 6, 2018 02:27 |