Stellaris

Stellaris

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21 DIC 2017 a las 7:33 a. m.
Dev Diary #99 - Ground Combat & Army Rework
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Mostrando 46-60 de 135 comentarios
Professor H. Farnsworth 23 DIC 2017 a las 1:29 a. m. 
@WildDill101
That's part of this update. The fact that as soon as an army lands it takes up a generic name again. This patch should let it keep names.

@Reverend0120
A navy is strictly a water based corporation. Nothing to do with space.
Secondly, navies have troop transport ships themselves. There's limitted amount of space on a Navy ship and by the Gods no way you have space for an invasion force on top of trying to fully man a ship. The same thing obviously goes for a spaceship, the sheer amount of personel required to man such a beast is enough to take up most crew quarters that could be installed.

@Gwtheym
They're explicitly telling you other wise. You -don't- have to micro-manage anything from a building (did you even read the diary?). You put down defenses structures now. Said defensive structures AUTOMATICALLY produce DEFENDING armies (nothing else).
Assault Armies are now built and goes -DIRECTLY- in to space rather than occupy slots on the home world.
천둥충돌와사비 23 DIC 2017 a las 2:29 a. m. 
오오 사랑해요!! 2.0 업데이트만 기다리고 있습니다:steamhappy:
Ixidron 23 DIC 2017 a las 2:37 a. m. 
Honestly, ground combat will never work. It's a mere formality once you have space supremacy and the enemy fleet and spaceports are gone. You've won the war but still don't have enought warscore, that's when you begin invading planets.

Even after the update, defending a planet wpould still be a massive waste of time and resources and now they want us to waste precious planet tiles too. It's ridiculous, defending a planet is severely limited, but you can still created 100 clone armies and stomp any defense and you'll probably spend less resources after casualties than wasting resources on defensive buildings.

Getting rid of ground combat entirely would be best. Just replace planetary bombing with ground invasion, so standard combat fleets can capture planets.
Nagsh 23 DIC 2017 a las 3:03 a. m. 
@ixidron Defending choke point will now be able to buy you a hell lots of time when using all the mechanics they're introducing.
Having a world with a lots of forteresses and FLT Inhibitor will lock the ennemy fleet in that system for a long time as they'll have to capture the planet to go further into your empire.
In addition the limit on combat width will make the invader loose either a lots of army trying to destroy the fortress with collateral damage or spend years in orbit bombing to get rid of those as the army produced by those fortress are invulnerable as long as the fortress is working (pop on it and building not ruined).
The Hyperlyne allow you to put your fleet in a safe space will the invader will be locked down without a way to go past that system for a really long time.
Ixidron 23 DIC 2017 a las 3:15 a. m. 
@Talu Yeah but why not invest that amound of resources on something that can actually defeat the enemy? like fortresses, which can have FTL inhibitors too, or your fleet. Ground combat still seems like a massive waste of resources, as you can spend those resources on stuff that gets you space supremacy and then conquer all the planets without opposition.

Hell, with the new mechanics it will be even easier, as you will have a limited number of spaceports you cannot rebuild once captured by the enemy. Al you have to do is smash the enemy fleet, disable all the enemy starholds with spaceports, leave a small fleet so they don't recapture them with civilian ships and then again conquering planets becomes a formality.

Previously, each planet could have an spaceport and once destroyed it could be rebuilt, so it was impossible to control and empire with dozens of planets and there was a chance to rebuild the fleet and counterattack. now once you lose your spaceports you lose the war.

Ixidron 23 DIC 2017 a las 3:21 a. m. 
@Talu. In addition, that stuff might work when the AI is attacking you, because the AI is dumb, but when you're the one attacking, there are tons of ways it can be bypassed, from alternate routes, to researching warp drives/jump drives, finding wormholes.

I'm sorry, but if i'm to hold a choke point i prefer to use several fortresses and my fleet, that way I can actually defeat the enemy isntead of just delaying the enemy. I prefer to use resources to achive victory instead of using them to delay defeat.

But hey, if they decide to actually add ground based anti-ship cannons i might actually think about it.
Ixidron 23 DIC 2017 a las 3:35 a. m. 
The main problems with ground combat are that:

a) It's 100% passive, just stats and numbers.
b)The attacker always has the advantage, as he can bring and unlimited amount of troops, but you can't reinforce your planet.
c)Ultimately, this game is about space combat, even if you win in the ground. If you lose your fleet and spaceports you've lost the war. Losing the planets becomes just a mater of time.

Add a tactical map for planetary conquest, some RTS, a way for the defender to reinforce his troops and a way for planetary combat to influence space combat and then it will become more than a formality.
Cr24 23 DIC 2017 a las 3:59 a. m. 
Hurray! I can make my very own tomb worlds now!
Reverend0120 23 DIC 2017 a las 6:18 p. m. 
A tactical map with RTS play for ground combat would put this game on another level entirely. It would remind me of Imperium Galactica playstyle. I would immediately stop playing every other game and focus all of my time into Stellaris if ground combat became an RTS. Even if it was the same numbers game as space battles, it wouls still allow for player interaction and would greatly increase this game's value.
Doctor Proteus 23 DIC 2017 a las 8:04 p. m. 
@Reverendo0120
On paper that may sound interesting, but that would might overly complicate things and would add a completely different game type to the game. This is a x4 which has it's own style. Adding a full RTS element, like Command & Conquer, would be like adding racing segments to an action game every time the character gets into a car.
Raxus 23 DIC 2017 a las 8:23 p. m. 
It could just be some kind of minigame, though. A planetary invasion minigame, where you have an atlas map of the world, and you decide where to land your armies, with fortresses blocking some or something like that, and both of you move your armies around. You have to select where to target your orbital bombardment and such as well... maybe I'll just go make that game myself since I want it so much XD
Steven 23 DIC 2017 a las 9:59 p. m. 
@Evil_Lord_Proteus

this isnt really a 4x it is more of a real time stgy game 4x games are turn based. this is almot more like sins of solar empire then like galatic civlization or masters of orion style.

the man problem thought anything that is done with combat has to be something that you do not have to pay attention to as player.

maybe have something where you could but I my self sometimes have 4 or 5 invasions going at same time. plus i am moving diff fleets around while i am doing those invasions so I my self do not have the time to baby sit those invasions.
SkaarSmashKikou 23 DIC 2017 a las 10:06 p. m. 
@Ixidron
Agree with you. With the limited spaceports, using the ressources for defense, become pointless, as it was more useful (and logical) to use them for fleets, and then use these fleets to cause havoc, and (as the ennemy will not be able to make an counter-attack as fast as before), you could cause (in short times) serious havoc, before been engaged in space battles (if any).
Steven 23 DIC 2017 a las 10:07 p. m. 
@Evil_Lord_Proteus

this isnt really a 4x it is more of a real time stgy game 4x games are turn based. this is almot more like sins of solar empire then like galatic civlization or masters of orion style.

the man problem thought anything that is done with combat has to be something that you do not have to pay attention to as player.

maybe have something where you could but I my self sometimes have 4 or 5 invasions going at same time. plus i am moving diff fleets around while i am doing those invasions so I my self do not have the time to baby sit those invasions.
Steven 23 DIC 2017 a las 10:16 p. m. 
as for the plans that devlopers have, I do not see what good fortress worlds are sure you made invisable tile that can not be bombarded from space, and they spawn armys automatcily now.

but smaller empires will not be able to have as many fotress worlds beucase econmey resrouces are vastly more important.

why should i even borther attacking a fortress world, just like i do now I would just go around the fotress planet and attack the softer planets that have resrouces those are planets i want any ways so fotress worlds just end up cost the other player more mataince and i wont bother dealing with them.

edicts, sometimes smaller empires do not get as much ill call it cultra points where larger more tech advance empires will be able to have alot of them, this edict cost will make it that much harder for smaller empires to compete
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Publicado el: 21 DIC 2017 a las 7:33 a. m.
Mensajes: 135