Terra Invicta

Terra Invicta

View Stats:
Greg_Merrick Oct 25, 2022 @ 6:55pm
Constructive feedback... I'll start
Just a few simple fixes could be huge in making the mid and late game more enjoyable.
1: Nukes are too effective against armies. Yes they should be effective but one nuke killing a half dozen tech 6-7 armies is just not balanced. Killing a single such late stage army seems like a lot of bang for your nuclear buck.
2: Examine the resulting weights of ships due to heat production due to some of the drives. I have Protium Converter Torch engines and the best heat sinks in the game still cause the ships weight to be 80% heat sink which makes the engine almost useless. Similar issues made other late game engines worse than their predecessors.
3: Allow incomplete space victories to award resources and/or allow the AI to complete a combat after the player handles the bulk of the combat. A player can spend an hour chasing down fleeing ships.
< >
Showing 1-10 of 10 comments
|IPG| TheDez Oct 25, 2022 @ 7:05pm 
Agreed on #2. If we're going to have sci-fi plasma in the game, ought we not have other somewhat unrealistic tech to make the cool near-future tech playable as well?
mithlas0 Oct 26, 2022 @ 12:22am 
If I may make a suggestion for the beginning of the game, one of the first things you do is choose "Select Management Team" with the options giving a + to influence, science, operations, or finance per month. However, every single play-through which shows this portion goes for operations, and for good reason. At the beginning of the game nobody starts with any ops, and it's rather obstructive to get to it - requiring research when you really need to be focusing on other things, or hoping on a roll of the dice with organizations available at the start of the game. So orgs are kind of the "only correct answer" which I don't like in a game purportedly about user choice. There should either be some small ops gain per month to start with for everyone or there needs to be an easy-access way to get 'org income' per month while everybody is scrambling to establish a foothold. That will make any of the choices a viable option, with a more balanced opportunity cost.
Chicago Ted Oct 26, 2022 @ 1:16am 
I just use regular Lithium Heatsinks in everything, and it seems to work fine? I rarely seem to need more than one.
esilva9 Oct 26, 2022 @ 2:09am 
Originally posted by mithlas0:
If I may make a suggestion for the beginning of the game, one of the first things you do is choose "Select Management Team" with the options giving a + to influence, science, operations, or finance per month. However, every single play-through which shows this portion goes for operations, and for good reason. At the beginning of the game nobody starts with any ops, and it's rather obstructive to get to it - requiring research when you really need to be focusing on other things, or hoping on a roll of the dice with organizations available at the start of the game. So orgs are kind of the "only correct answer" which I don't like in a game purportedly about user choice. There should either be some small ops gain per month to start with for everyone or there needs to be an easy-access way to get 'org income' per month while everybody is scrambling to establish a foothold. That will make any of the choices a viable option, with a more balanced opportunity cost.

i think military should generate ops because it kinda makes sense if you think about it....
TargetLost Oct 26, 2022 @ 7:28am 
Originally posted by Chicago Ted:
I just use regular Lithium Heatsinks in everything, and it seems to work fine? I rarely seem to need more than one.

You only need one.

The problem though as I understand point 2 and correct me if I am wrong is that that ones weight scales with the drives power consumptionand so your ship weight becomes extrem and consisting of 80% Heatsink...

well I can confirm that the ship weights become extrem with the more advanced devices just never botheres so far to figure out where the mass is going to..
hmm..what if we have 0 heatsinks?
Do we have to fly with a heat sink!?!?
I have to try that.

EDIT: ok I am wrong..seems the reactor mass is what is increasing notthe heatsink..so dunno
Last edited by TargetLost; Oct 26, 2022 @ 8:16am
TargetLost Oct 26, 2022 @ 7:31am 
disagree with 1)
A nuke should be killing everything ..it's a nuke after all..
Also if we have it ..where are the antimatter bombs? That would be a logical step once you have antimater. Ok that will leave some holes in the planet...
CDOcasualty Oct 26, 2022 @ 10:49am 
Don't stack more than 3 armies together. A big stack invites a nuke. I learned that the hard way. Number 3 is a great suggestion.
Last edited by CDOcasualty; Oct 26, 2022 @ 10:50am
true_blaze Oct 26, 2022 @ 11:01pm 
1. WAY too many engine types. also need a way to sort them out by tech levels so you can tell which ones are more advanced
2. Nukes should damage all armies not just opponents armies. Also AI needs to be less launch happy.
3.need a button to switch between controlled nations so you don't have to scroll around the planet or open that sub menu every time you want to look at one.
4. constantly having to use defend assests gets really annoying really quickly. either make it last longer based on skill your counselor's skills/research or make it just a resource drain that can be toggled on and off (if the second decrease it's effectiveness and add a way to undo crackdowns to compensate)
5. Better break downs explaining why cohesion and unrest are set at their base levels.
6. when someone is about to launch a nuke there should be an event where others have the option/chance to denture them with things like sanctions, general negotions or the threat of launching their own back
Last edited by true_blaze; Oct 26, 2022 @ 11:03pm
Chester Rico Oct 27, 2022 @ 12:32am 
4: defend interests stacks with itself, so if you have a councilor spend 4-5 phases defending, it'll last for years.
olof_szary Oct 27, 2022 @ 12:52am 
It feels that with clean energy researched (and the project done), the global warming is still going haywire (even if I spend 50 CP of china on welfare for whole year and noone is doing spoils). It seems that the numbers are either unbalanced, or you really need to control whole world for that to work. With some material projects like bridges, there should be ever-cost-increasing project that removes part of co2 to spend your late-game research on?
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Oct 25, 2022 @ 6:55pm
Posts: 10