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Post by Cory Trese on Jul 11, 2014 0:51:43 GMT -5
We're obsessed with gathering feedback and making people love our games. ST 4X has been generating some pretty intense feedback since v1.1.17 came out. There are some new rules coming up that I wanted to discuss. - New Planetary Invasion Mechanics -- Much bigger difference between Scout/Bombard/Invade, more emphasis on Invasion Skill and Xeno Defense Rating
- Carrier Refueling -- Refuel any non-Carrier ship
- Carrier Repair -- Only Fast Reactor Ships
- Going Indy -- A Political Option to convert a world to Indy
- Empire Events -- Random Events that force a player choice and track Reputation with the Factions as a leader
Need feedback. Likely that the first 3 will launch tomorrow (if testing passes) and I would love to take tonight and tomorrow morning to incorporate your responses.
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 11, 2014 1:22:33 GMT -5
I've been looking forward to the invasion changes since you mentioned them a week ago.
I see the logic in not allowing carriers to refuel themselves. Refueling cruisers would be nice to reinstate, since having them labelled as the 'work horse' of the fleets is bit of a misnomer when they're not being used outside of the home systems, haha.
While you're at it, Cory, would you give the treaty codes a look over? I haven't had a single treaty succeed since the last update the other day. It could be blind luck, but I felt it was worth mentioning.
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Post by Cory Trese on Jul 11, 2014 1:42:53 GMT -5
I've been looking forward to the invasion changes since you mentioned them a week ago. I see the logic in not allowing carriers to refuel themselves. Refueling cruisers would be nice to reinstate, since having them labelled as the 'work horse' of the fleets is bit of a misnomer when they're not being used outside of the home systems, haha. While you're at it, Cory, would you give the treaty codes a look over? I haven't had a single treaty succeed since the last update the other day. It could be blind luck, but I felt it was worth mentioning. Invasion changes are finally working well here, I wanted to push them with v1.2.1 but they just were not stable enough. Carriers will be able to refuel Cruisers, Transports, Battle Cruisers and Fighters of all types. The treaty codes haven't changed in several releases, I will give them a look over, but I played several hours of 4X today and used all of the treaties successfully on Android.
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 11, 2014 1:49:42 GMT -5
Thank you, amd I apologize ahead of time if it's a waste of your efforts.
Y'all have really outdone yourselves with this one. I've been seriously considering going elite the last few days, and that is a very strong compliment from me. I'm a tight wad when it comes to apps.
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Post by drdave on Jul 11, 2014 6:12:30 GMT -5
Am I right in thinking that any given carrier can only have repair facilities OR refuelling facilities, or am I doing something wrong?
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Post by fallen on Jul 11, 2014 8:39:48 GMT -5
Am I right in thinking that any given carrier can only have repair facilities OR refuelling facilities, or am I doing something wrong? Correct!
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Post by pendell on Jul 11, 2014 10:26:45 GMT -5
Fallen pointed me here so I will be delighted to respond. - >New Planetary Invasion Mechanics -- Much bigger difference between Scout/Bombard/Invade, more emphasis on Invasion Skill and Xeno Defense Rating
- >Carrier Refueling -- Refuel any non-Carrier ship
- >Carrier Repair -- Only Fast Reactor Ships
- >Going Indy -- A Political Option to convert a world to Indy
- >Empire Events -- Random Events that force a player choice and track Reputation with the Factions as a leader
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Post by Cory Trese on Jul 11, 2014 10:59:44 GMT -5
A Political Option to convert a world to Indy -- It is so fitting with the flavor it isn't even funny. There are at least four major events in ST RPG that reference this political maneuver by the Senate. Several obsessed ST RPG players have pointed them out pretty consistently since the release of ST 4X.
Since the option is at the discretion of the player, and targets the lowest Quality settled System, it is a trade off. If the targetted System is too high Quality, the treaty will fail. If Population is resettled, it will have impacts on other Systems.
I'll get very specific ... in C++ dox when I finish wrapping up the implementation and Andrew and I complete testing.
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Post by hlo on Jul 11, 2014 11:32:22 GMT -5
- New Planetary Invasion Mechanics -- Love to see whatever you are thinking of.
- Carrier Refueling -- Refuel any non-Carrier ship Interesting
- Carrier Repair -- Only Fast Reactor Ships Interesting as well
- Going Indy -- A Political Option to convert a world to Indy That is definitely something I like to see and use. There are few colonies in each game that I just want to get rid of.
- Empire Events -- Random Events that force a player choice and track Reputation with the Factions as a leader Types and frequencies could make things too nasty. Currently with my strong economy I can withstand a solar war in Normal difficulty without going into negative income. And I can always go into certain type of political negotiations to get out of it. Will these special Empire Events come with some escape clause?
Further "Going Indy" thoughts: - Currently a poor quality colony can go Indy as soon as it is settled. That to me is really bad because I may pick to settle there for specific purpose (eg. forward operating base). In late game, poor quality is not as big of an issue as we will have Orbital upgrades. Can we have a choice to decide before colony goes Indy?
-We find a system and it says Mineral 2-20 and Quality 2-25. Then the turn after I colonize it, the final result is Mineral 8 and Quality 3!!! Can we not know what exactly the final values are when we select to colonize and before we commit to the colonization? A late game quality of 5 (or even less) is completely doable but I will definitely avoid them early game. - Can we make the population grow in the Indy to less than or equal to that of the population limit? If I build Hab upgrades then it can go higher. - Where are the Income and RP from Indy going?
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Post by Cory Trese on Jul 11, 2014 11:47:27 GMT -5
Q: Can we have a choice to decide before colony goes Indy? A: No.
Q: Where are the Income and RP from Indy going? A: To the Empire as with all other Colonies.
Q: Indy Population Growth? A: Maybe in future updates.
Q: Predetermine System stats? A: Maybe in future updates.
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Post by squee on Jul 11, 2014 11:57:16 GMT -5
Q: Predetermine System stats? A: Maybe in future updates. Possibly a new feature for the Explore ability? Explore an uninhabited planet to determine mineral/quality.
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Post by Cory Trese on Jul 11, 2014 12:00:06 GMT -5
Q: Predetermine System stats? A: Maybe in future updates. Possibly a new feature for the Explore ability? Explore an uninhabited planet to determine mineral/quality. Correct.
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Post by Brutus Aurelius on Jul 11, 2014 12:32:20 GMT -5
Possibly a new feature for the Explore ability? Explore an uninhabited planet to determine mineral/quality. Correct. Didn't you say there would be a "Worldscan" ability?
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Post by Cory Trese on Jul 11, 2014 13:08:14 GMT -5
Didn't you say there would be a "Worldscan" ability? Correct. See above.
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Post by Deleted on Jul 11, 2014 13:37:45 GMT -5
You know, not to split hairs, but when most people hear the word "carrier" in a nautical context they think of aerospace craft carriers, helicopter carriers, ships that House, maintain, launch and recover small craft. As used here, what you have here are fleet replenishment vessels:part tanker, part hard cargo transport equipped with the means to keep up with the fleet, transfer consumables, repair and refit facilities and even ferry personnel. I spent a summer in the gulf a long time ago that had a similar utility in the petrochemical industry.
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