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Re: GalCiv2 Expansion
I agree. I'm not sure how gravity wells, etc would provide any benefit to gameplay. I'd think it would make things more complicated without any real gameplay reward to justify the pain in the arse it would likely turn out to be.
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Re: GalCiv2 Expansion
You could also argue the 1-month lag in communications in the SE series represents the delay in transmitting messages. http://forum.shrapnelgames.com/image...ies/tongue.gif
And at this point, I will envoke the Fyron equation: realism not= good gameplay always |
Re: GalCiv2 Expansion
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Homeworld 2 has tactical minelayers, but I don't think they'd fit SEV well. Quote:
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Re: GalCiv2 Expansion
More like blocking all avenues of approach...
Which is why I highly encourage the use of leaky minefields! Step 1: Remove minesweepers! Step 2: Reduce mine warhead damage. Step 3: Limit mines to 10 per sector! Now, mines will have to be spread around in many sectors. Any single invasion force will miss most of the mines, but they will hit some, and those *will* do damage. Light damage for each sector, but some damage nonetheless. The ships will have to slow down for repairs, or suffer ever-accumulating damage. The defender will quickly fill the warppoint sector, and then have to decide which paths to mine... lots on the path to likely targets, or spread them around thinly to catch the sneaky fleets that try to second-guess your mine placement. |
Re: GalCiv2 Expansion
I thought the point of mines was to set a "boobytrap" for your enemy, then leave it for them to find. Mines in real time are kinda dumb and ineficient, if the enemy sees you drop a minefield then whas the point?
On another note you could try Drones, they are suicidal fire and forget units that are dropped and chase the enemy around, not entirely unlike mines, just they move(can units cloak? cloaked drones sond fun, you couldn't use the cloak in combat but it would be a fun surprise in the system). |
Re: GalCiv2 Expansion
Minefields in modern warfare are not intended to kill or disable assets (vehicles/troops), yet it does happen. Mostly you setup a minefield, the same reason you would make a big ditch, berm, barbed wire, or some kind of wall or fence. That is to manuver or guide you enemy into a location for you to hit them with other weapons. Basically you use them to deny the enemy that portion of the battlefield.
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Re: GalCiv2 Expansion
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To be honest I dont mind that mines themselves jsut the warp points really. I dont think they are very good for fun gameplay. You can easily blockade them from the thick AI civs and thereby protect your systems completely. I prefer the Stars! and GC2 mechanics of being able to travel between the stars without the help of warp points and therefore invide from any direction. This makes fields of mines far more sensible. Youve just got to play Stars! for a week to realise that the gameplay ideas etc are far better than any other 4x game to date and its only the graphics that make the game rather unplayable for most. Both GC2 and SE4 are reasonable games in themselves but neither are better than Stars! Nats |
Re: GalCiv2 Expansion
Stars! Is quite good. Its main weakness is combat, however.
A very tiny combat grid, with some ship designs capable of effectively moving all the way across it in one turn. Ship stacking in combat is also way out of control. No manoeuvering or formations, just pile on and trade blows, may the biggest guns & armor win. Stars!, with SE4's UI, ship design, combat, research and moddability would rule. Throw in SE3 style ship construction and intel, too. |
Re: GalCiv2 Expansion
oh yeah stars!, I played 1000s of hours on that, a moment of silence for Stars! Supernova Genesis.....
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Re: GalCiv2 Expansion
I dunno... having to build transports to haul around resources explicitly kinda killed it for me.
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