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Lots of problems with that
1. Not all maps have traveler NPC - big issue
2. If enemy forces kill NPC homeworld the ability no longer available
3. Making new gate has a huge cooldown of 10 minutes
If everyone have access to pseudo Phase Gates, everyone should also have access to pseudo culture bombardments and pseudo planetary bombardments.
Also, I rarely have issues with being attacked on multiple fronts. What are you doing to leave yourself so open to attack and have them break through your lines?
Especially now that ships and defenses are much more durable, it takes a while for an enemy fleet to break through a well fortified gravity well.
That's why vasari gets a carrier that can act as a phase gate to compensate.
Which is why Vesari gets something more powerful a moving phase gate.
You put your 3 primary gates on construction planets.
Then have deploy your mobile phase gate on the enemy planet. Suddenly you have a never ending swarm of troops
They stlil keep their unique cultural identity.
While making the game less boring for other races.
Who have to slowly move their army 5 - 10 minutes while you watch a youtube video in the background
Could be worth creating a mod as proof of concept and test case, to see how those gameplay changes would actually play out.
In general thing that require new model assets may need a lot of reason to be necessary, since those are quite time and cost intensive to create.
To me, this travel time heavily pushes towards turtleing.
So no, I dont think they have kept their cultural identity. It might potentially be a better version of what you intend for the others(although it will still cost them a lot of fleet upkeep and at times be slower to utilze), but the fact remains that both the TEC and Advent now have unique capabilities that others do not have access to, while the same is not true for the Vasari.
But now you have created a new problem as well.
Let us say that you built a couple of pseudo phase gates, and they are already in place, then the Vasari attacks you at full force on the other flank, reinforcing their fleet as they go(according to your suggestion).
You will then have to move your main fleet(that might be in the process of an assault on another player) to the nearest phase gate of your faction, then fly to the closest gate for the area that is under attack, then move to the attacked location to defend it. That would realistically still involve several jumps before they arrive. And if the enemy destroys the gate you wanted to go to, before you send your fleet, you have to take the "long way" anyway.
You are still playing wack-a-mole(since your overall strategy/playstyle hasnt changed), but you have just made the opponent stronger/harder to remove. And while you "quickly" run back to defend your systems on one end, the area that you were previously attacking is gathering its forces and attacking on the other side.
It is the same problem in every RTS. If you are currently attacking one player, let us say to the east of you, and then you are attacked by a different player from the west, you will rarely be able to get your main force into a defensive position in time, if you only react once the attack has already started.
You can avoid such problems through several means. Diplomacy is the obvious one, but it is also possible to create small, effective defensive forces(each faction can easily create 3-500 pts worth of ships that are effective in bolstering static defenses) that can bolster strong defensive positions.
Having scouts/spies that can give you movement readings way ahead of time is also important, so that you can move forces based on good intel, rather than end up being surprised when a massive invasion suddenly arrives at your doorstep.
And of course, the option of striking first, taking momentum and deny the opponent the ability to attack you in the first place.
If you speed up "how fast the game plays", ie, movement, the time you have to respond correctly to a threat decreases, and the importance of good intelligence and smart decisions increases. If forces can move around the big theaters of war 3x faster than usual, you only have 1/3 the time to react and make a decision.
The other, but similar problem, is when you are on the offensive rather than defensive, and the opposition is able to quickly respond with a massive fleet. It basically makes it impossible for you to send smaller strike fleets to harass border worlds or try to outmaneuver the enemy fleet, depending on where those gates(that they have much earlier access to) are placed. It means that the only way to realistically get anywhere in an invasion, is with a massive fleet, because defenders will respond faster.
And if you are unlucky, they will bog you down, which would leave you open to an attack from a different player, and we are back at square one, except now, the pieces on the board moves around faster, but your construction/build times remain the same.
As for "move their army 5 - 10 minutes while you watch a youtube video in the background"(which is exaggerated), you do know there is a speed up button, if you feel you need it, right?
This sort of thing is why I eventually turned off the rotating planets option. The AI is very good at one thing, which is using their maphacking to constantly backdoor you the instant your fleet moves away. In fact you can actually take advantage of it it's so blatant, by moving your fleet one jump away, wait for the attack, and immediately jump back to try and force the all-out fight. In earlier versions where they didn't respond to attacks on their home world, it was easy to win even against the hardest AI by just going for the throat while they couldn't resist attacking your minor worlds while your fleet was 'away'.
Mobility and phase gates are the big thing when it comes to the vasari and if we made that common we would have to talk about the advantages of the other factions as well.
For example garrisons for everyone.
II: as for the base problem.
the easy solution to this is is to play with homeworld victory on.
untill they have a titan with mobile rule they are forced to defend their homeworld just like every other player.
don't run after them, make them fight you were you want.
III: each of the factions has already counters in place for this.
advent for example can either slow movment in gravity wells or completly secure planates from bombardment damage.
TEC can use garrisons that will, given the enough phase lane connections, swamp every attack or can even harrass enemy forces on a wide frontline.
alternatively TEC can simply overpower their enemy by massively supperior economy.