Great discussion guys!
Two points that I fully agree with:
First, rush-buying is too easy. It should absolutely be exponentially more expensive to rush-buy a ship from scratch than to accelerate the production of one that is half-way done already. This would slow down the start of the game, make early-game economy more important, and help make colony-rushing tougher to successfully pull off. Best of all, its easy for the AI to deal with.
Second, I fully agree with Spaced Cowboy. Range is not as important as it should be. I've thought this from the very first time I played the game. It is more important on the larger galaxies, but it should be important on smaller ones as well. I say substantially cut down the starting range of starships and the effects of the early life support technologies, and if necessary add more life support technologies to spread out the bonuses more. This would slow down the colonization period some, and add another interesting and important research choice early-on. Again, it would be easy to adapt the AI to this.
So, these two minor changes would be both easy to implement and would add more interest to the early phase of the game, which is indeed too short (though I have had the same complaint about Civ in the past).
As for large-scale terrain features, I agree with Solver's thoughts completely. The difficulty here is balancing additions to the game with the ability of the AI. There are numerous great possibilities, and everyone has their own idea of what would be cool. One thing I liked from Space Empires was the "storms" in space that had various effects like hiding your ships, damaging ships that flew through them, etc. Something like that could add a lot of fun, adding barriers between areas, or whatever. Space Empires also had Black Holes that sucked nearby ships toward them and then destroyed them if the ships got too close; those were kind of cool. Or stars could go supernova and destroy all the planets around them, and damage ships that got too close. There are tons of ideas, the question is what is Brad really willing to add. From reading all the development journals, I don't think he is thinking much in this direction right now; he is more concerned with tweaking the AI and adding modding ability. All features listed so far for the expansion pack have to do with moddability, story generation, and more diplomatic depth. These are great, but I'm hoping for more hard features like new space terrain.
All this said, I am no-where near exhausting the replayability of this game, and probably still won't be when the expansion comes out.
Two points that I fully agree with:
First, rush-buying is too easy. It should absolutely be exponentially more expensive to rush-buy a ship from scratch than to accelerate the production of one that is half-way done already. This would slow down the start of the game, make early-game economy more important, and help make colony-rushing tougher to successfully pull off. Best of all, its easy for the AI to deal with.
Second, I fully agree with Spaced Cowboy. Range is not as important as it should be. I've thought this from the very first time I played the game. It is more important on the larger galaxies, but it should be important on smaller ones as well. I say substantially cut down the starting range of starships and the effects of the early life support technologies, and if necessary add more life support technologies to spread out the bonuses more. This would slow down the colonization period some, and add another interesting and important research choice early-on. Again, it would be easy to adapt the AI to this.
So, these two minor changes would be both easy to implement and would add more interest to the early phase of the game, which is indeed too short (though I have had the same complaint about Civ in the past).
As for large-scale terrain features, I agree with Solver's thoughts completely. The difficulty here is balancing additions to the game with the ability of the AI. There are numerous great possibilities, and everyone has their own idea of what would be cool. One thing I liked from Space Empires was the "storms" in space that had various effects like hiding your ships, damaging ships that flew through them, etc. Something like that could add a lot of fun, adding barriers between areas, or whatever. Space Empires also had Black Holes that sucked nearby ships toward them and then destroyed them if the ships got too close; those were kind of cool. Or stars could go supernova and destroy all the planets around them, and damage ships that got too close. There are tons of ideas, the question is what is Brad really willing to add. From reading all the development journals, I don't think he is thinking much in this direction right now; he is more concerned with tweaking the AI and adding modding ability. All features listed so far for the expansion pack have to do with moddability, story generation, and more diplomatic depth. These are great, but I'm hoping for more hard features like new space terrain.
All this said, I am no-where near exhausting the replayability of this game, and probably still won't be when the expansion comes out.
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