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I also look sooooo much forward to the changes to the hyperlanes, both the generation as well as the fog of war, that alone will make exploration much more important as well as exciting since you dont know where the lanes will go until you explore them.
+the new anomalies and stuff with the comming DLC will really charge the exploration part of the game.
Which non-alternate timeline/reality/dream episodes of Star Trek had the entire crew wiped out instantly because somebody rolled a 1 on a D20? I haven't watched every episode of every series, but I'm pretty sure none of them just suddenly ended mid-run with everyone dying.
Who says any of that will be stripped out? Just because we aren't being presented with a fail chance anymore doesn't mean they are going to change it so we always get the best reward for every anomaly. They might still have a "fail" chance, just one we can't do anything about anymore, or they might add dud anomlaies where the success is the old failure text. Just so long as none of them kill the crew I'm fine with that.
It served no purpose and could mostly be ignored by just using high enough level scientists, and when it did work it caused nothing more than annoyance.
In Stellaris on the other hand, they're just there to annoy you.
That the universe will feel less dangerous is a valid argument, but I think what is gained is much better than what is lost here. If they really want to up the danger, adding optional "dangerous" choices in the dialog after the anomaly has been solved would be an option. Then players could decide for themselves if they want to to take a risk or not.
Plus, most anomaly failures aren't really interesting to begin with. How often have I read that a signal has turned out to be nothing vs. actual events that made me feel like the universe is dangerous?
There are quite a few episodes in Star Trek , where the entire crew were annhilated , some were time loop episodes. others were of course just dream sequence traps.
i think he means just that in a way you can view the risk as being a simulation of events occuring on the ship.
in more of a RP sense than a practical game sense. such as when the scientist is researching something and a stray rail gun bullet destroys the science ship(which seems silly when your ships have shields, and armour even if there extremely light compared to a military vessel.)
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personally i feel like Stellaris is just becoming more of a casual mobile game than an actual strategy game.
the whole point of a strategy game is to be challenging an force you to think your way out of problems an find solutions. which means that there should be risks of people dying. there should be instances where random occurences cause you to lose a ship(s) .
thats realistic.(OH its a space game its not realistic it has monsters an aliens...except its realistic for the universe stellaris is trying to create there for its realistic within the confines of the Stellaris universe -now with this out of the way). because in the real world there are random occurences thath appen that cause people to die. or serious harm/set backs. which is what i view the anomaly risk as simulating.
the odds that your scientist some how messed something up, or something your scientist didn't expect occured during an experiment and well he paid the price for it.
personally i'd much rather they make the anomaly risks a lot bigger. when they fail. but alas this game seems to be set on a path to make it the checkers of strategy games.
If you wanted it more star trek like, more choices and bad actions would be good. Like 'touching the ravenous giant Venus fly trap' is not a smartidea - kills scientist or something maybe. Crewman number 8.
Yes there should be more ways to fail and suffer but I see no reason that annoying mechanics like anomaly risk is in anyway an adequate solution to that need.
When I saw that they gave smaller navies a fire rate bonus so encounters with larger fleets were more "fair" I saw which way the winds were blowing. And that is the direction of everybody gets a trophy in Stellaris, because losing feels bad man. :(
EDIT: And it actually can cause a smaller force to win if their technology is sufficiently advanced compared to their opponent's.
I actually like this, as I’m usually the one on top who never took losses, which is just unrealistic. Ground battles seem more realistic after 2.0 also.
So true