Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's fun to me, because this genre is my jam, but this version is slightly better imo.
Sort of what I’ve heard Thanks
I have GC4 and I agree. It is so disappointing.
You can see some of the things being worked on here: https://www.galciv4.com/article/516112/galactic-civilizations-iv-2023-plan
I was actually kinda wondering about how thew combat system is planned to work out. Is it going to be improved over GCIII? I think that was my only real negative about GCIII (Haven't played it since forever... probably a good year and a bit but I'm about to fix that). I couldn't really find anything on the website about combat in game. Also, do you guys have a rough roadmap and schedual?
Well III and IV both have the whole rock-paper-scissors thing which is going to go away in the IV++ coming out next year.
It's not just a dated mechanic but it also is limiting from a story point of view.
Where does the black-hole gun from MOO2 come in in that scenario? Or other exotic weapons?
So instead you move weapons into a having pros and cons on their own that don't relate to each other. So your ship would have an attack value and a defense value rather than showing 3 and 3.
We also will be getting rid of hull types. What does a "Large" hull mean? It's a meaningless term. Instead, the amount of mass (think tonnage) will be based on the class of ship. Are you making a fighter or a cruiser? People intuitively understand the pros and cons and we can build on that.
So then we can do things like have fighters have a big defense bonus when fighting say capital ships to encourage fleets that have more ship classes to handle different scenarios. I.e. Destroyers are good against fighters but really bad against Cruisers and that sort of thing.
Then weapons (And defenses) can be more based on the player's strategic priorities (cost vs. size vs. resource requirements, etc.).
I actually kinda missed the size class system from Galactic Civilizations I. Space Empires series did the same thing in the end. They still had the names for different classes but all of the classes were just a slightly different size than the previous one.
The trick will be in making them feel different too, but you already thought about that, from the looks of it.
If there's one more thing I really want from GalCivIII in particular it's the ability to really kit out weaponary on the different ships without having the make the ships themselves stupid sizes.
The only thing (ok, ONE of) I really wanted in GalCiv I was a smooth combat viewer and even more ship classes; honestly, the more the merrier as far as I'm concerned. It would be sooo cool if we could see maybe a strategic advantage with specialty weapons. It never really came across in any of the older games on a graphical standpoint. The shape and colour was a little unique but none of them really felt like a unique weapon.
Also, can we have a proper flagship class? I built my own in GCIII (I know I'm getting lazier but typing is a process >.>) that kinda got used as a survey ship but I made it look and feel like a flagship, similar to Star Treks Enterprise. And make it so that special weapons are really unique for those particular ships. I'll prolly just role play it anyways though >: ] It got so powerful by about mid game I honestly felt bad for the poor bastards that got in the way of it's uncompromising firepower <.< It was a medium sized ship easily somping ships two or three classes above it (ai builds of course).
It would be really nice to see the games combat system expand from the classic R,P,S scenario too. It's nice to an extent but definitely had it's limitations and constraints. GC III kinda tried but adding the evasive stuff to it but it looked awkward at best on screen and there wasn't really wa way for the player to tell if it was really doing anything or not.
Ships classes should, theoretically have distinctive advantages and disadvantages against other classes too. Fighters are naturally small and therefore a damn sight harder to hit than a frigate or even a battleship,
Frigates have mostly small weaponary so can really combat fighters but fair poorly against tankier and heavy hitting cruisers and BBs.
Also, I'd feel really spoilt as a gamer if we could drag a moonbase *cough*deathstar*cough* actually into the battle and wreak havoc.
And I dunno about how much of a graphical event you wanna make combat in GCIV but I'm a huge fan of SFX and graphical displays of destructive mayhem. Newer games really lack that sort of character lately. Things like parts of a ship on fire or blowing into space dust and smoke bellowing outward... ect... I might just be a lil sadist at heart >.> I know, I'm being greedy here with my wants and desires :P but it adds so much depth and immersion to games and it really makes the player built designs come to life.
It sounds like the dev team here has a pretty good and solid plan for it though, so I'mma keep an eye on it and hope it comes to a good gaming platform (heck I'll grab it if you sell it direct from your home website). THAT would be truly epic >: ]
to the nearest Qtr would be ok :)