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Post by rithas on Jun 24, 2014 19:18:16 GMT -5
It is nice, but it's hard to get. Like I said in my first post, it took until the beginning of year 4 to get it headed straight there, a luxury I could afford because it was on easy on the tutorial map. Even if I use some early colonization with the canned colony ship, it's a pretty significant investment that'll take time to acquire. If it works for you that's great, but that's 1000 RP after unlocking star port 4 just to get a free hab 2.
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Post by 4xgeneral on Jun 24, 2014 19:55:20 GMT -5
It is nice, but it's hard to get. Like I said in my first post, it took until the beginning of year 4 to get it headed straight there, a luxury I could afford because it was on easy on the tutorial map. Even if I use some early colonization with the canned colony ship, it's a pretty significant investment that'll take time to acquire. If it works for you that's great, but that's 1000 RP after unlocking star port 4 just to get a free hab 2. 4x games always have optimal research path. I say like 3 cities of each clan before I sent the science team after advancing colonization technology. I like the flexibility of the tree in this game. Complex enough to have pitfalls, as above, but simple enough ro let me focus on the tactical warfare....
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Post by JayTS- on Jun 24, 2014 22:15:26 GMT -5
Hi, it's OP again. I tried to register for the forum but I never received an activation email. Anyway, like I stated before, the gameplay right now is quite linear. The AI always try to colonise as many planets as possible, and to gain the upper hand at the beginning, the player should aggressively colonise planets too. I've been playing on the the small map of 34x64 with 44 worlds against two AI on normal. I tried to colonise the best planets first as close as possible to AI so I could work my way backward. And by 2E before 3E, I have 15 planets to myself and the AI have the rest. If I didn't colonise the worlds as close to the AI, those planets would have been long gone and I would have less planets. The current gameplay seems to be very defensive and time consuming. I would actually even try to colonise my first 3 built colony ships on planets right into their home world because that way I could use it as a fuelling station and kill any colony ships that dare to get any of planets. And they cannot touch those planets until they have world killers. I know this is a 4x game so it is directed into a long gameplay however there are many loopholes in the current system that maybe not fair for the player. E,g if I was the AI, I would search and find the player, mass produce colony ships and send them to planets nearest to the player and deadlock him. The AI will instantly win because: 1. The player cannot kill the AI with 1 planetary ship unlike the AI can with the world killer. 2. Why would the AI be bothered to build other ships when they could just focus on world killing. Sometimes, I can't even kill the world killer with 5 ships are focusing on it while they send other mass drivers or missile ships. Imagine if they replace the missile and mass driver with world killers, wouldn't that be the optimal strategy for AI? 3. The AI should aggressively pursue planets as far away from their base as possible and as earliest as possible towards the players location. With the alien population growth, that planet will not fall until 4E at least. 4. The basic planetary invasion system is just so unfair that if the player makes a mistake, he losses a population and quality. In early game, it feels like their world killers always have 100% chance of hitting while our planetary ships have 50% even though both planets are newly created with no defence. On the other hand if I send 4 planetary invasion ships, sometimes the invasion isn't even registered on the turn log. I invaded four times and only 1 message comes up. In a scenario where I have 4 inv. ships that deals 1 population damage per turn (if you are that lucky with using scout action) against a 20 population, it would take 7 turns minimum to destroy that planet. Whereas a world killer can kill a planet in less than 4-5 turns because those outlet planets are not as developed. I have a few questions: A. Does the AI have cp limitation like us from the beginning. I know you have stated that they pay a lot more money for a faster ship building but do they have to build factories too? B. Is there an AI upgrade system where try have to tab into their population for cp or is it purely based on their money production from their population? C. If the Aliens system is too simple, it becomes ridiculously unfair and hard to balance. Because right now, every planet is the same. There are no difference for alien planets. That means they would have no strategic priority to defend a single planet, eg an alien home world or an alien military base. If every alien world is the same then, it provides no strategic difficulty for the player to plan out a sabotage or two prong attack. Because right now, the only strategy is to defend whatever front you are facing and push forward/focusing on a single alien planet. Due to the difficulty of destroying alien planets it becomes very hard to have any different gameplay during the early game and even in the endgame. And therefore the replay value diminishes and becomes extremely tedious. PS. Need help with registering thanks
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Post by Cory Trese on Jun 24, 2014 22:22:12 GMT -5
First, I'm totally confused by your post ... but I'll try to answer the parts I do understand.
A. Yes, they have a system similar to CP. It is MUCH more restrictive than the player's and it exists to slow them down dramatically. Otherwise, as you said, the AI with no limits plays too aggressively to be fun.
B. Yes, the AI depends on Population for CP, XP, Money, Ship building. They suffer loss of defense and money from every attack on their worlds.
C. Strongly disagree here. Every planet is not the same. There are huge differences for alien planets. They have lots of strategic priorities. The "only strategy" you mention is the basic strategy of any tactics game, but is not necessarily the optimal one vs. the AI in this game.
The game's current diversity of AI types, strategic goals, tactical execution, planetary defenses, radiation and XP/CP/Credits production is providing a lot of replay (at least according to the players I'm talking to.) Maybe not enough, but this is also the 6th update to the game, so really VERY incomplete if you compare it to something that had 1000x the budget and 100x the staff/time.
Hope that helps.
PS: What is the issue with registration? Feel free to e-mail me at cory.trese@gmail.com and I can try to put you in touch with the Proboards support team.
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Post by beuns on Jun 25, 2014 5:03:28 GMT -5
@ JayTS : did you check your spam box. Sometimes the algorythm of e-mail boxes are...weird with spam detection.
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Post by phantombudgie on Jun 25, 2014 5:53:18 GMT -5
What are the relative stats of World Killers vs canned Colony ships?
I agree that alien attack success rate is much higher. They also have very good evade.
Sent from my GT-I9300 using proboards
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Post by fallen on Jun 25, 2014 9:18:55 GMT -5
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Post by phantombudgie on Jun 25, 2014 9:39:24 GMT -5
So why does the occasional planet in ST RPG not get destroyed or taken over by Aliens?
Sent from my GT-I9300 using proboards
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Post by fallen on Jun 25, 2014 9:49:28 GMT -5
phantombudgie - because of the main Templar Fleet which stayed with the Factions who made it to the Quadrant. It is a big part of the lore of Star Traders RPG that the Templars spread out around the Quadrant in a defensive action and they are the ones taking on the brunt of alien fighting. Some aliens slip through, and those are the ones you see in ST RPG. In Star Traders 4X you play a splinter or lost part of the Exodus, with very limited Templar support. This time, its all up to you.
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Post by phantombudgie on Jun 25, 2014 10:31:18 GMT -5
OK, thanks!
Sent from my GT-I9300 using proboards
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Post by neveryours on Jun 25, 2014 21:16:14 GMT -5
Which leads to Templar Assault which was one of my favourites, and bringing the Justice to Xenos get a little more personal. Maybe I should board a Xeno World Killer and then play a assault stage on Templars... Bye life... Just leave that powerbank here.
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Post by fallen on Jun 26, 2014 8:12:21 GMT -5
Which leads to Templar Assault which was one of my favourites, and bringing the Justice to Xenos get a little more personal. Maybe I should board a Xeno World Killer and then play a assault stage on Templars... Bye life... Just leave that powerbank here. This is a wonderful idea We should work on a new Templar Assault campaign that directly mirrors your 4X experience.
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Post by Deleted on Jun 26, 2014 11:46:20 GMT -5
Which leads to Templar Assault which was one of my favourites, and bringing the Justice to Xenos get a little more personal. Maybe I should board a Xeno World Killer and then play a assault stage on Templars... Bye life... Just leave that powerbank here. This is a wonderful idea We should work on a new Templar Assault campaign that directly mirrors your 4X experience. How difficult is it to put a campaign together? I just thought of a way you could help raise funds if you need a boost. A campaign design competition. However much gets you in, the winner gets their campaign in an update and credit- which you can use as a bit of a fan-service marketing... er... gimmick.
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Post by fallen on Jun 26, 2014 12:37:53 GMT -5
dayan - just thinking about the overhead in hours we'd spend doing this made my head explode We do sleep a few hours every evening, and I'd like to keep it that way.
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Post by neveryours on Jun 29, 2014 22:48:21 GMT -5
From the amount of time, I spend outside of family and work, trying to unravel the intricacies of the ST universe, I share your pain.
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