i put my responses under your points papa:
#45 by Citizen Papa718thTFW - 6/14/2003 2:25:08 PM
End of quote
I. Ships and invasions:
1. Transports the size of planets? One BILLION troops per transporter? Come on. 50 million (though it is still pushing the limits of believable) is more like it if you rack-pack soldiers in stasis pods.
earth is fairly two dimensional. ships are 3 dimensional and can pack them in more easily. in stasis pods, you merely need a 1km x 1km x 6km block to hold a billion 1m x 1m x 6m coffin- er, stasis pods. add a bit more for passages engines and crew, but otherwise not as big as a planet. big but not planet sized.
2. On a planet with a population of 10 billion EVERYONE is the defender? Think a second: on our Earth with population pushing 7 billion, subtract elderly, handicapped, pregnant women, infants and young children, and otherwise noncombatant civilians and IF all governments work in unison we would be lucky if our planet could put together half a billion of combat ready troops. The GalCiv math would work out just fine: Say, on a 10 billion planet there are some half a billion soldiers, so 10-15 transports (see #1 above) would suffice to attempt an invasion.
mentioned above: population = "taxpayers", ie mostly fit to fight
3. It is bullshit that invader has the advantage. It does not work like that UNLESS the invader has 10 times the technological superiority. Defending troops are fortified and well entrenched and they know their turf. The defender, therefore, should have the advantage.
if you're invading you pretty much have local space and air superiority. and the ability to choose when and where the invading forces arrive so you can concentrate for local ground superiority. the defense will have a hard time responding due to lack of transport capability due to lack or air and space superiority.
4. Planetary defenses, such as missile bases, ground batteries, fighter garrisons and such will be added. Players will be able to, but not required to keep fleets in orbit for planetary defense;
good idea
5. Bombers. How come there is no ship capable of bombing a planet? There WILL be bombers in X-pack.
i am pretty sure they mentioned THERE WILL BE
6. When player sends transports to invade a planet he WILL have an option to ABORT the invasion if (upon reviewing that gorgeous invasion options screen) he decides that his forces are insufficient. Yes, players will have this option in X-pack.
not sure since i thought part of the game is guessing whether you have the resources to invade or not or with a more devastating invasion tactic. just my opinion but if you could see beforehand that would be ok.
7. Star bases, considering their insane cost and unreal time required to build and upgrade, WILL have the ability to install defensive guns and missiles modules. Players will no longer have to keep huge fleets for star base defense. Star bases will NOT be completely invulnerable, but a pair of lousy corvettes will NOT be able to annihilate a star base. While the star bases will be vulnerable to a group of battleships, it will hold its own against a bunch of flimsy Starfighters (!)
not being so vulnerable to lowlevel ships would be nice.
8. It is well-known, that it is much worse to be outnumbered than outgunned. A swarm of weak attack units can easily overwhelm a single Hulk of a unit (remember Black Hawk Down?? Our super soldiers were clubbed to death with sticks and stones). A single Dreadnaught will NOT be able to destroy 50 corvettes with impunity and suffer 3 points of damage or no damage at all.
uh, it's better to have firepower usually. in mogadishu the us had something like a 15 or 30 to 1 kill ratio in our favor. against a force where a lot of them had ak-47s and rpgs, not sticks. and throughout history there are examples where the outnumbering force was slaughtered by superior firepower. buford and his dismounted calavry fielding repeating rifles vs a chunk of the confederate army at gettyburg. the german machine gunners vs the british attack at the somme.
9. Ship repair will be FIXED. It should not have to take 20 turns to fix a ship especially with Repair ability at +60% and especially if it takes around only 8 turns to build that ship from scratch (!) Ships will be repaired much FASTER if stationed on a planet with a shipyard as opposed to being stationed in deep space.
good idea
10. Once new technologies become available, players WILL be able to UPGRADE and REFIT existing sips (at planets with shipyards) faster than it takes to build a new model of the same ship!
ditto
II. Economy, Diplomacy and Morale:
1. Galactic economic events will NOT affect civilizations which are not relying on interstellar trade (!). If I am NOT in contact with any alien civilization and I am doing ZERO trade what does my economy care about some recession going on at the opposite edge of the universe?
2. If I am not trading with anyone I will not benefit from -their- economic boom nor will I suffer from their economic problems.
3. Establishing Trade Routes WILL require entering into a Trade Agreement with a civilization. Why should I have to trade with someone I don’t want to trade with just because they send their freighter to my planet without asking my government’s permission? Torians, for example, will no longer be able to trade with me (unless I sign a trade agreement with them) to improve their economy just to attack me 10 turns down the road (!)
5. If a civ has colonized 3 out of 4 star systems in the same sector, they have ownership of that sector and to colonize the fourth system there the other civs will have to ask permission or look for planets elsewhere. Otherwise, trespassing of this sector and colonizing the fourth system will constitute an act of aggression and or war.
6. AI will no longer know where everything is. An algorithm WILL be included which would force the AI to explore space in random directions and begin building/dispatching colony ships or constructors ONLY if its scouts/explorers find a colonizable planet or space resource (!)
7. Morale WILL be fixed (!) and will appropriately reflect cultural aspects of different civilizations. For example: Good civs will suffer a morale penalty if their government begins a war of aggression; Saintly civs will suffer even a greater penalty to morale. By the same token, a good civ will see a surge of patriotism and a morale boost if attacked. The opposite will be true for evil civs. Neutral civs will have to attempt to stay out of conflict and do everything possible to end any conflicts they are involved in or suffer a morale penalty. Finally, 5000 channels of entertainment which takes 10 turns to build will improve morale for MUCH LONGER than 3 turns (!!!)
8. All diplomacy options will be available at ANY time. The probability of success of establishing an Alliance will, of course depend on how good our diplomatic skills are but the option WILL be there. We can ask, right? Chances are our proposal will be refused but WE CAN ALWAYS ASK (!) There WILL be other reasons for alliances except being “CLOSE” with a civ. Example: Arcean are annihilating everyone. Torians are my neighbor and are “warm” toward me but the Alliance option is not available since it requires being “close”. What kind of bullshit is this? We have something more important in common than “closeness” we are both being annihilated. We WILL be able to establish a defensive alliance even if we don’t like one another very much (!). Finally, if I am allied with a civ I WILL be able to use its planets as refueling stations to extend the range of my ships (!!!!)
i think the best example is the british, russian, and french "alliance" and "closeness" in 39-45. only the brits are really "close" to us. french is friendly or warm (well not now, but that will pass as always) while russians and us were being annihilated didn't make us form a true alliance: after the germans were gone, we were at each other's throats. but i like the refueling at allied ports part.
III. Technology and Research and Production:
1. My entire civilization is researching Battle Armor (???) WTF is this nonsense? There WILL be sliders allowing me to allocate a % of research resources to each of the research fields so that research is going on in all areas but at different speed depending on my STRATEGIC and TACTICAL goals.
2. Autobuild will work for Social production as well. This way planets will have the ability to specialize. Being able to say: “Sol V, Autobuild research facilities” would be nice.
can't you assign a second governor list to build research stuff and then assign sol to use that governor?
VI. Documentation:
1. Detailed descriptions of technologies, game options and features WILL be available on the web site for viewing or download. Players will no longer have to guess what exactly this or that does.
nice too.