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  • Locked thread
Baronjutter
Dec 31, 2007

"Tiny Trains"

Grevlek posted:

So I'm going to do my own empire splitting here and try and change the discussion.

I hate that the fleets are visible in Space! I think having the actual ship models up and flying around is super stupid looking, and probably causes a significant amount of the lag experienced as the game goes on.

I think a fleet should just be a 'Point' or 'Icon' of some type, and if you want to see all of your models and fleet's glory, you click into it and get a little 'window' viewer of that fleet.

Space Combat should be represented on the 'system map' as a single 'battle point' where the two fleet icons meet, and any of the modeling of the combat that needs to occur can happen 'off-map' in the 'window' viewer of the fleet.

A bonus to that would be, you could have that 'fleet window' open to watch the battle, and do other things in your empire.

I understand why Paradox chose to focus on the 'war' aspect for this expansion, but it really seems like 'war' is the only thing to do in this game. Beyond that, I don't think they really fixed war, but we'll see. I do like the changes in principle, as it will resolve the deathstack issue, but we'll see.

COUNTERS. IN. SPACE.
I agree but a big appeal for a lot of people is seeing the pew pew space battles in real time and was a central focus of the game's marketing and design.

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turn off the TV
Aug 4, 2010

moderately annoying

Chalks posted:

I don't think there's any problem with an empire split mechanic that's relatively easy for the human player to avoid encountering. Empire splits on large AI opponents are very interesting in themselves, it doesn't have to happen to the player to be a valuable mechanic.

At the moment rebellions are generally just one or two systems that get immediately eaten by the original empire. Occasionally they offer an opportunity to snipe them as a vassal but otherwise they may as well not be there. Larger splits would be far more interesting.

I don't think that they should necessarily be easy or difficult to avoid, but actually be hooked into the game well enough that it's something which you can play around with. It's why I really like the ideas behind the system that Rome 2 got last year. In Rome 2 you can very, very easily get yourself a civil war, but the causes are hooked into the basic mechanics of the game and you're given enough tools to deal with the situation that it never feels like a civil war or unrest is something that's just out of your hands. If that system was translated into Stellaris, you could have situations where you have a very, very skilled admiral, but they're the member of a dissident faction that has had its ethics shift apart from your empire's. During a war you could find yourself in a situation where that incredibly skilled admiral would provide a significant advantage, but if you give them too much power they could use the forces under their command to launch a military coup, maybe even bringing planets dominated by his faction's pops under his own fold.

I feel like there's a lot of room for giving the player agency over the internal politics and potential fracturing of their empire that would go a long way to making the whole product feel more cohesive.

Baronjutter posted:

COUNTERS. IN. SPACE.
I agree but a big appeal for a lot of people is seeing the pew pew space battles in real time and was a central focus of the game's marketing and design.

This is what really confuses me. Outside of purifiers and exterminators most empires aren't going to be fighting constant wars, and I don't know why people wanted more updates for warfare instead of one focusing on politics or diplomacy to fill the content gaps of like 75-90% of regular gameplay.

turn off the TV fucked around with this message at 19:29 on Feb 7, 2018

OwlFancier
Aug 22, 2013

Zore posted:

that sounds loving amazing.

Yeah I'd play that fuckin' game.

I mean I don't really see what the difference is between empire stability and, like, wars.

If you expand a bunch and don't build a military then someone will declare war on you and take your territory. If you expand a bunch and grossly mismanage your territory then it will try to split off? But you have other things to spend minerals on so that's why you might not spend as much on military development, or you want to risk running your sectors a certain way at the risk of them becoming harder to control? The game's about tradeoffs, that's what makes it a strategy game, that's where the decision making comes from.

OwlFancier fucked around with this message at 19:29 on Feb 7, 2018

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

Bold Robot posted:

In theory you could edit the save, but I don’t think there is any info out there on what you need to actually edit within the save file. I tried to figure it out a year or so ago but couldn’t, though I didn’t try super hard.

It remains a mystery why they haven’t made it so that two empires can’t share the same primary color. Screenshots of 2.0 show that this still hasn’t been fixed, although the use of secondary color for the border strip will make things a lot better.

I think it's the "colors" part of this, it's been a while since I did it:

code:
empire_flag={
			icon={
				category="ornate"
				file="flag_ornate_4.dds"
			}
			background={
				category="backgrounds"
				file="triangle_split.dds"
			}
			colors={
				"red_orange"
				"black"
				"null"
				"null"
Each empire should have a section like that, so just find out what yours looks like and make sure your neighbours don't have the same. At least I THINK it's this section, it's been a really long time.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

ConfusedUs posted:

First look at Cherryh jump drives

https://twitter.com/Martin_Anward/status/961275203778170887

That's a big change, but I think I like it. It's a tactical decision that can let you bypass defenses or launch sneak attacks, rather than an always-on ability.

-50%? Well that's fuckin' useless.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

ulmont posted:

Only so good of a sneak attack if weapon damage is down 50% for 100 days though.

Given the changes to warfare, even with 50% damage debuff a fleet could easily wreck an opponent's backline and rack up war exhaustion. It appears to be designed for raiding and flanking, as well as bypassing fortifications.

Orv
May 4, 2011
I feel like with the sensor range changes, by the time you're using jump drive to pop into an enemy empire's home systems and then sitting there for 100 days to wait to do things in case the enemy responds to you, they can probably just see you sitting there. Which I guess brings up the question if the AI can see the debuff.

Ham Sandwiches
Jul 7, 2000

turn off the TV posted:

This is what really confuses me. Outside of purifiers and exterminators most empires aren't going to be fighting constant wars, and I don't know why people wanted more updates for warfare instead of one focusing on politics or diplomacy to fill the content gaps of like 75-90% of regular gameplay.

Like, the warfare and combat was/is beyond lovely, it basically undermines the game to the point that you have to play around it by either picking a non combat build or hold your nose and enjoy it. Combat is a part of stellaris and with the multiple FTL types, the horrid wardec system, the system ownership system, and the fleet grabass / troop logistics that you have to deal with, it's simply not fun.

The diplomacy and politics changes will most likely be in the next expansion, I have no idea why wait until like a week or two before release of the huge warfare patch to get angsty about it :shrug: Lots of stuff in Stellaris needed work, this is how they decided to fix it

Bold Robot
Jan 6, 2009

Be brave.



It would be kinda cool if the 50% debuff decreased linearly during the countdown, so that at first you’re really vulnerable but you slowly get stronger, rather than just being on/off.

Baronjutter
Dec 31, 2007

"Tiny Trains"

100 days is not long in stellaris. The jump drive seems like excellent gameplay because it presents an actual interesting tactical choice that greatly depends on the situation. If you are fighting an enemy with a fleet around the size of yours you are fighting a mobile war and the jump drive is not going to be of big use. But if you are fighting an enemy with a much smaller or distracted fleet but massive static defenses the jump drive will be a game changer. Now your 20k fleet can bypass their choke point station and you only have to deal with their little 8k fleet. Or maybe you're fighting a huge empire along with allies on multiple fronts. You know the enemy fleet is on the other side of their empire fighting a big battle with your allies, so you use the chance to risk a jump past their fortresses hoping they won't have time to counter-attack before your debuff is gone.

If there wasn't a huge temporary debuff jump drives would lose any interesting tactical/situational choice. It would just be the thing you always use to bypass static defenses, rendering them mostly useless. My only concern is if the AI will know how to effectively use them, to correctly gauge the risk/reward. At the same time hope that the AI knows to prioritize enemy fleets that just jumped and try to hit them while they are recovering.

sudo rm -rf
Aug 2, 2011


$ mv fullcommunism.sh
/america
$ cd /america
$ ./fullcommunism.sh


VirtualStranger posted:

If the planet management mechanics are that un-fun, then they should be completely reworked instead of slapping a band-aid over the problem by forcing you to hand it off to the AI.

This is my biggest problem with the empire management aspects of the game at the moment. The pop-and-tile system turns every planet into a puzzle game that incentivizes the player to spent time and effort min-maxing their building layouts. But doing this with more than a handful of planets is tedious and time-consuming, distracting the player from other aspects of the game. The solution to this problem was to inflict the player with debilitating resource penalties until they allow the AI to do it for them. Of course, the AI isn't actually very good at it, so most players don't actually want to give it control over anything.

The game effectively encourages you to min-max planets, but then punishes you for actually trying to do it.

something can be fun and still not be scalable, especially if it requires a lot of micromanagement.

Bold Robot
Jan 6, 2009

Be brave.



Baronjutter posted:

100 days is not long in stellaris. The jump drive seems like excellent gameplay because it presents an actual interesting tactical choice that greatly depends on the situation. If you are fighting an enemy with a fleet around the size of yours you are fighting a mobile war and the jump drive is not going to be of big use. But if you are fighting an enemy with a much smaller or distracted fleet but massive static defenses the jump drive will be a game changer. Now your 20k fleet can bypass their choke point station and you only have to deal with their little 8k fleet. Or maybe you're fighting a huge empire along with allies on multiple fronts. You know the enemy fleet is on the other side of their empire fighting a big battle with your allies, so you use the chance to risk a jump past their fortresses hoping they won't have time to counter-attack before your debuff is gone.

If there wasn't a huge temporary debuff jump drives would lose any interesting tactical/situational choice. It would just be the thing you always use to bypass static defenses, rendering them mostly useless. My only concern is if the AI will know how to effectively use them, to correctly gauge the risk/reward. At the same time hope that the AI knows to prioritize enemy fleets that just jumped and try to hit them while they are recovering.

Yeah this is a good point. I guess 100 days really isn’t very much time.

turn off the TV
Aug 4, 2010

moderately annoying

Shadowlyger posted:

-50%? Well that's fuckin' useless.

The entire point is that you can use it to bypass enemy defenses, not jump directly onto their fleet.

Baronjutter posted:

100 days is not long in stellaris.

Ships also actually need to fly through systems between jumps now, as well, which means that on top of the FTL flight time and hyperspace drive windup periods 100 days seems like plenty of time to jump a raiding force behind enemy lines and have the FTL penalty drop before an enemy fleet can respond.

Nuclearmonkee
Jun 10, 2009


Bold Robot posted:

Yeah this is a good point. I guess 100 days really isn’t very much time.

100 days and you have to traverse systems now to go places. It should not be that hard to avoid a large engagement within that 100 day window.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

ConfusedUs posted:

First look at Cherryh jump drives

https://twitter.com/Martin_Anward/status/961275203778170887

That's a big change, but I think I like it. It's a tactical decision that can let you bypass defenses or launch sneak attacks, rather than an always-on ability.

I hope we can mod this, because I would love to remove hyperlane-drives completely and just do several tiers of jump drives. I also hope I can make a fleet completely helpless (-100% everything), because that would model good old Perry Rhodan transition drives perfectly!

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.
Hey Wiz, if a fleet is caught on day 95 of the debuff, will it stop affecting it after 5 days in combat or will it wait for the combat to end?

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Aethernet posted:

Given the changes to warfare, even with 50% damage debuff a fleet could easily wreck an opponent's backline and rack up war exhaustion. It appears to be designed for raiding and flanking, as well as bypassing fortifications.

Plus don't forget taking planets doesn't require bombardement anymore. You jump a bunch of well-led armies with escorts into the enemy backyard and start taking systems - and for every one you take not only do you cut off income from your opponent, you gain that income.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Shadowlyger posted:

-50%? Well that's fuckin' useless.

If the enemy has a big, poorly-defended shipyard system pumping out most of their reinforcements hidden behind heavily fortified chokepoints, jump drives would be a really great way to gently caress the enemy over.

Sure, they could add in defenses or station a significant defensive fleet, but that means their awesome super-specialized shipyard is no longer quite so awesome and specialized and they need to divert resources just in CASE you jump, and that's a win in and of itself.

turn off the TV posted:

This is what really confuses me. Outside of purifiers and exterminators most empires aren't going to be fighting constant wars, and I don't know why people wanted more updates for warfare instead of one focusing on politics or diplomacy to fill the content gaps of like 75-90% of regular gameplay.

The thing is that warfare might only pop up occasionally, but when it does it makes a huge difference and can outright end a game because of one single battle that you lost because you didn't psychotically focus everything on making sure you have a gigantic deathstack. All the interesting politics and diplomacy in the world will mean nothing when that happens. With interesting warfare as a foundation, it becomes easier to design an interesting diplomacy system that ties into that instead of having a lot of fancy diplomacy basically come down to "Can our alliance get a bigger deathstack than their alliance?"

turn off the TV
Aug 4, 2010

moderately annoying

It would be nice if you could select two systems on the galaxy map and see how many days it would take a fleet to travel between them, so if you know where an enemy fleet is located you can get a basic estimation of where it would be safe to have your own fleet jump to.

Tomn posted:

The thing is that warfare might only pop up occasionally, but when it does it makes a huge difference and can outright end a game because of one single battle that you lost because you didn't psychotically focus everything on making sure you have a gigantic deathstack. All the interesting politics and diplomacy in the world will mean nothing when that happens. With interesting warfare as a foundation, it becomes easier to design an interesting diplomacy system that ties into that instead of having a lot of fancy diplomacy basically come down to "Can our alliance get a bigger deathstack than their alliance?"

If you make diplomacy and politics more in depth winning or losing the game wouldn't have to devolve into binary "won war" or "lost war."

Bold Robot
Jan 6, 2009

Be brave.



turn off the TV posted:

It would be nice if you could select two systems on the galaxy map and see how many days it would take a fleet to travel between them, so if you know where an enemy fleet is located you can get a basic estimation of where it would be safe to have your own fleet jump to.

This is a cool idea but since travel time is affected by both hyperdrive tech and sublight drive tech, it would actually be pretty hard to get an accurate number for anyone other than your own ships (unless they changed how the techs work).

turn off the TV
Aug 4, 2010

moderately annoying

Bold Robot posted:

This is a cool idea but since travel time is affected by both hyperdrive tech and sublight drive tech, it would actually be pretty hard to get an accurate number for anyone other than your own ships (unless they changed how the techs work).

You could have it specify which hyperdrive and which engine to use, with each one becoming available once you progress the research for it. So if you're at war with a foreign power, defeat their fleet in a battle and analyze the debris to get some progress towards hyperdrive 3 as opposed to your 2 you would be able to select 3 as an option for estimation.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

turn off the TV posted:

If you make diplomacy and politics more in depth winning or losing the game wouldn't have to devolve into binary "won war" or "lost war."

That's kinda what they're doing with the war update, though? I mean that's literally the status quo peace thing. But the status quo peace would have had a hard time working with the old war system, so you'd need to make a bunch of tweaks, and after a couple of tweaks, oh, look, you're basically working on a war update.

I mean, ultimately war is a diplomatic tool and one that somebody is going to resort to at some point. Even if diplomacy and politics are super-engrossing by themselves having that interrupted every so often by "pin the deathstack" is going to be irritating in the worst way, whether you win or lose (but especially if you lose).

Nuclearmonkee
Jun 10, 2009


Both system overhauls are needed to make the game great and i like going pew pew without wanting to die due to troop/fleet micro so war is good.

octobernight
Nov 25, 2004
High Priest of the Christian-Atheist Church

Shadowlyger posted:

-50%? Well that's fuckin' useless.

One cool idea could be that the jumping fleet is not for a sneak attack, but for protecting constructors that would be used to build a warp gate. So you jump in your vanguard fleet, try to defend your constructor that's building a warp gate, and if the defenders can't take it down in time, your full fleet can warp in from the other side without penalties when they arrive.

turn off the TV
Aug 4, 2010

moderately annoying

Tomn posted:

That's kinda what they're doing with the war update, though? I mean that's literally the status quo peace thing. But the status quo peace would have had a hard time working with the old war system, so you'd need to make a bunch of tweaks, and after a couple of tweaks, oh, look, you're basically working on a war update.

I mean, ultimately war is a diplomatic tool and one that somebody is going to resort to at some point. Even if diplomacy and politics are super-engrossing by themselves having that interrupted every so often by "pin the deathstack" is going to be irritating in the worst way, whether you win or lose (but especially if you lose).

It's not what they're doing with the war update because, again, more diplomatic and political options would prevent the outcome of your game from being directly tied to the outcome of a war.

Maybe you don't like an empire and think that they will declare war on you, but because their major trade routes pass through your borders you can impose sanctions on them and force them to operate at an energy deficit, crippling their fleets. Maybe they have internal stability issues and your government decides to supply the rebels with purple space bazookas, tying up their military forces in a civil war. Maybe you rig their elections and get a sympathetic faction in control of their government, or create a Prethoryn Scourge beacon and activate it on a derelict ship orbiting a gas giant in the homeworld's main system.

There are a lot of interesting directions that the game could take to interact with empires and resolve conflicts beyond just shooting at them.

Ham Sandwiches
Jul 7, 2000

1 week before the release of the war DLC 6 months in the making:

"Why didn't they spend the last 6 months doing the diplomacy thing instead of this thing?? It would be so much better!"

What response do you expect to get dude, that's the way they went with it, and it's going to be released soon. There's no time machine option here and it's pretty likely diplomacy is next.

Bold Robot
Jan 6, 2009

Be brave.



turn off the TV posted:

It's not what they're doing with the war update because, again, more diplomatic and political options would prevent the outcome of your game from being directly tied to the outcome of a war.

Maybe you don't like an empire and think that they will declare war on you, but because their major trade routes pass through your borders you can impose sanctions on them and force them to operate at an energy deficit, crippling their fleets. Maybe they have internal stability issues and your government decides to supply the rebels with purple space bazookas, tying up their military forces in a civil war. Maybe you rig their elections and get a sympathetic faction in control of their government, or create a Prethoryn Scourge beacon and activate it on a derelict ship orbiting a gas giant in the homeworld's main system.

There are a lot of interesting directions that the game could take to interact with empires and resolve conflicts beyond just shooting at them.

You’re totally right, but I think what it comes down to for me and a lot of players is that while diplomacy/politics are fairly bland, war has just been terrible. Seems like the right call to fix broken stuff before improving stuff that works, even if it may not be very interesting.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

kujeger posted:

Activating ancient machinery beyond one's ken has never, ever backfired

Every time I did it turned out great :confuoot:

I guess I ment I would have liked some kind of tool tip or something that let me know "turdulon V gets new modifier: it sucks to live there"

Nuclearmonkee
Jun 10, 2009


Ham Sandwiches posted:

1 week before the release of the war DLC 6 months in the making:

"Why didn't they spend the last 6 months doing the diplomacy thing instead of this thing?? It would be so much better!"

What response do you expect to get dude, that's the way they went with it, and it's going to be released soon. There's no time machine option here and it's pretty likely diplomacy is next.

Didn't they actually do a poll too and asked which one the community wanted first?

Ham Sandwiches
Jul 7, 2000

Nuclearmonkee posted:

Didn't they actually do a poll too and asked which one the community wanted first?

Yes they did, it was a twitter poll in September

https://twitter.com/martin_anward/status/905167053723770880

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

turn off the TV posted:

It's not what they're doing with the war update because, again, more diplomatic and political options would prevent the outcome of your game from being directly tied to the outcome of a war.

Maybe you don't like an empire and think that they will declare war on you, but because their major trade routes pass through your borders you can impose sanctions on them and force them to operate at an energy deficit, crippling their fleets. Maybe they have internal stability issues and your government decides to supply the rebels with purple space bazookas, tying up their military forces in a civil war. Maybe you rig their elections and get a sympathetic faction in control of their government, or create a Prethoryn Scourge beacon and activate it on a derelict ship orbiting a gas giant in the homeworld's main system.

There are a lot of interesting directions that the game could take to interact with empires and resolve conflicts beyond just shooting at them.

Yeah, but sooner or later someone will shoot at YOU. Even with all those possibilites, not every game is going to have you be the perfect puppetmaster correctly judging every plot exactly so that you never ever have to fight a war. Sooner or later you're going to misjudge, make a mistake, or just have some unforeseen circumstances spring a war on you, or maybe you might not be a great player to begin with. Either way, eventually it comes down to shooting - if nothing else, the end-game crises are hard to buy off diplomatically. And when it comes down to shooting, it would be great if it doesn't make you feel like wanting to shoot yourself.

It's a matter of polishing up the most painful aspects of the game before filling in the emptier ones.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
I'm pretty sure Wiz had already decided to do war at that point, hence the body pillow option.

Nuclearmonkee
Jun 10, 2009



Yeah there it is. I'm pretty sure I voted body pillows as is correct

Ham Sandwiches
Jul 7, 2000

Aethernet posted:

I'm pretty sure Wiz had already decided to do war at that point, hence the body pillow option.

I get that feeling too and that he wanted to double check that it wasn't totally at odds with what people wanted

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
Like, I'd love to play as Bismarck as well, but a lot of players are Kaiser Wilhelm II and when it all goes wrong it turns into trench warfare, and nobody wants that.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Diplomatic body pillows was the actual winner, once again first past the post vote-splitting creates unjust results.

FreudianSlippers
Apr 12, 2010

Shooting and Fucking
are the same thing!

I am doing my very first playthrough playing as the UN humans. With the exception of two empires I have good relations with everyone in the galaxy hates me and 99% of them appear to be militant imperialists. I was literally a month away from unlock the federation tradition, with the aim of inviting the only people who like me, when all my neighbors formed a federation that I cant join because one of the founding empires rivaled me ages ago. What's worse is that all the people who like me are associate members so I can't ask them to join my shittier federation.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

FreudianSlippers posted:

I am doing my very first playthrough playing as the UN humans. With the exception of two empires I have good relations with everyone in the galaxy hates me and 99% of them appear to be militant imperialists. I was literally a month away from unlock the federation tradition, with the aim of inviting the only people who like me, when all my neighbors formed a federation that I cant join because one of the founding empires rivaled me ages ago. What's worse is that all the people who like me are associate members so I can't ask them to join my shittier federation.

Can you become an associate of the bigger federation? That effectively acts as a non-aggression pact.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
100 days in Stellaris terms isn't too much, but enough to hurt if you get into a shooting fight.

That said I could totally see this mechanic being very very useful for a sneak attack to capture the system that contains a gateway so you can flood battle ready fleets in through their back door.

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turn off the TV
Aug 4, 2010

moderately annoying

Tomn posted:

Yeah, but sooner or later someone will shoot at YOU. Even with all those possibilites, not every game is going to have you be the perfect puppetmaster correctly judging every plot exactly so that you never ever have to fight a war. Sooner or later you're going to misjudge, make a mistake, or just have some unforeseen circumstances spring a war on you, or maybe you might not be a great player to begin with. Either way, eventually it comes down to shooting - if nothing else, the end-game crises are hard to buy off diplomatically. And when it comes down to shooting, it would be great if it doesn't make you feel like wanting to shoot yourself.

It's a matter of polishing up the most painful aspects of the game before filling in the emptier ones.

Sometimes you lose the video game, such is life.

Bold Robot posted:

You’re totally right, but I think what it comes down to for me and a lot of players is that while diplomacy/politics are fairly bland, war has just been terrible. Seems like the right call to fix broken stuff before improving stuff that works, even if it may not be very interesting.

I don't get complaints about the current war system being terrible and the new one being so much better, because it doesn't seem all that different on a very surface level than a current hyperspace only game. The way that empires control space and FTL rework seem like much more meaningful systems changes, but the stuff that's being added in Apocalypse doesn't seem like it necessarily needs those mechanics in order to exist.

  • Locked thread