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How GalCiv III could improve GalCiv II

 
I enjoyed playing the previous Galactic Civ games. In fact, I am still playing II. There are a few things I would change though, if I could. Aside from things like better graphics and three dimensional maps or a fleet combat viewer that looks less like a four-year-old's bathtub war games a have a few more practical suggestions. Many others have elsewhere commented on ideas I share. In the interest of brevity, I have omitted those. What follows are still at the top of my wishlist.

1. Make Constructors and Troop Transports and Colony Ships reusable. They may have to return home to take on fresh troops and supplies and there may even be time/money costs involved but it should be cheaper and more flexible than building a new ship for each upgrade to a star base or a new transport for each invasion.

2. Like Influence victories, there should be an Economics victory path that follows banks and stock exchanges; however, rather than one leading to the other, they should diverge and become separate but essential tech tree paths to victory. The Banking techs should lead to Reserve Banking systems with the aim to become the Galactic Reserve Bank. Coupled with the Galactic Stock Exchange, and economic victory would allow the victor to gradually acquire the means to manipulate the economies of other races and ultimately to buyout entire planets in a way similar to influence but from an economics perspective. Advances in banking should allow for the diplomacy power of offering other races a loan as a bargaining chip. Banking could then be used to extort your enemies, or prop up the economies of your allies in a much more dynamic way. Becoming the Galactic Reserve Bank would then tie the entire galactic banking system to your empire granting you an economic share in their success. Stock Markets should afford you the chance to buy up major companies through their stocks and by so doing acquire trade goods developed by other races. Even if you cannot produce them on your own worlds, owning the galactic businesses that produce them among the other races would give you access to the profits they produce. By using banks and stock markets, one may ultimately own the galaxy without having a large empire, military, diplomatic alliances, or influence. If one may dispense with the single galactic currency, and in its place allow each empire to have its own currency, we can begin to see the value of building a Galactic Reserve Bank. While the currency values for all the races rise and fall based on their own economies relative to each other, the empire holding the Galactic Reserve would be the security they all use to prop up their systems creating dependency and the power to manipulate a currency war. Not all of these tools need to be present for the Economic Victory to function, but it would make the game a bit more interesting than an Ascension Victory. No offense.
 
3. The Ship Creator needs a rethink on modules.
Constraints should be focused on energy costs of operating the module, not on size. A power-hungry weapon may deplete energy to where shields and other components do not operate properly without adding more power generation. There would then be a power source for each ship whether it be fission, fusion, anti-matter, or zero-point energy. The more power-hungry a ship becomes, the more power generation must be built in.
While mass would not be an energy constraint for systems operation, it should be included for selecting the proper propulsion unit. A ship bogged down with massive weapons systems may not be quick or maneuverable without adding more engine power. Other than cost, what is the practical use of a fighter that is just as sluggish as a freighter?
As for weapons, consider adding range and re-fire values for the weapons. Longer ranged weapons may require more energy, better sensors, and have a lower re-fire rate but would allow for fleets backed by ships serving a role say more like artillery. If we want fleets to be more than just the number of ships in a stack, or their combined fire-power, hit points, and defenses, we need ships that can serve in different roles and excel at doing so.
 
4. Fleet Combat should allow some tactical input without micromanagement. For example, the AI should select the best strategy for success, but if the battle is a suicide mission, the player should be free to designate which targets in the enemy fleet are a priority making it possible to carry out precision strikes against a more powerful enemy. We should also be able to interrupt a battle to instruct our fleet to retreat. 

5. Diplomacy with other players or AI allies should include the capacity to designate targets of interest and the development of a cooperative strategy. If I have the best warships and weapons to fight the enemy, and my ally has a weaker economy that limits their ship production, I should be able to instruct my ally to build the cheaper Troop Transports to conquer the enemy planets while I supply the battleships to provide his fleets with cover. Also, allied forces should be able to form combined fleets, or at least have fleets that can occupy the same tile and jointly defend that tile as a means of shoring up allied forces. 

6. Finally, on the choices-driven Good vs. Evil ethical system, i have a thought. Good vs. Evil is too simplistic, but it is a good idea. Why not allow for a spectrum of ethical philosophies represented by your choices, and expanding choices beyond good bad and neutral? No choice should be neutral, and all choices should pose serious costs and benefits. Enslaving a race may provide an economic bonus, but also require significant military costs in terms of garrisons to keep the slaves under control as well as contributing to organized crime throughout the galaxy. In the past, enslavement was the only choice that offered any benefit to the player. Choosing not to enslave them should offer several paths with their own sets of costs and benefits. For example, you could choose not to colonize their world after all, and instead focus on diplomatic and humanitarian aid while providing them with protectorate status so other races do not enslave them. It may cost you a planet and whatever production you might gain from it, but you lose nothing to garrisons or organized crime, and it could provide a small economic benefit with the possibility of incorporating their planet into your empire at a later date via referendum or whatever. I understand the argument for eliminating it from the game entirely, but I think a more multifaceted philosophical alignment of multiple ethical views each with their own costs and benefits could keep this as an interesting part of game play. 
 
I am looking forward to your comments.
200,139 views 118 replies
Reply #1 Top

2. Like Influence victories, there should be an Economics victory path that follows banks and stock exchanges; however, rather than one leading to the other, they should diverge and become separate but essential tech tree paths to victory. The Banking techs should lead to Reserve Banking systems with the aim to become the Galactic Reserve Bank. Coupled with the Galactic Stock Exchange, and economic victory would allow the victor to gradually acquire the means to manipulate the economies of other races and ultimately to buyout entire planets in a way similar to influence but from an economics perspective. Advances in banking should allow for the diplomacy power of offering other races a loan as a bargaining chip. Banking could then be used to extort your enemies, or prop up the economies of your allies in a much more dynamic way. Becoming the Galactic Reserve Bank would then tie the entire galactic banking system to your empire granting you an economic share in their success. Stock Markets should afford you the chance to buy up major companies through their stocks and by so doing acquire trade goods developed by other races. Even if you cannot produce them on your own worlds, owning the galactic businesses that produce them among the other races would give you access to the profits they produce. By using banks and stock markets, one may ultimately own the galaxy without having a large empire, military, diplomatic alliances, or influence. If one may dispense with the single galactic currency, and in its place allow each empire to have its own currency, we can begin to see the value of building a Galactic Reserve Bank. While the currency values for all the races rise and fall based on their own economies relative to each other, the empire holding the Galactic Reserve would be the security they all use to prop up their systems creating dependency and the power to manipulate a currency war. Not all of these tools need to be present for the Economic Victory to function, but it would make the game a bit more interesting than an Ascension Victory. No offense.

 

I like this idea!

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Reply #2 Top


 
3. The Ship Creator needs a rethink on modules.
Constraints should be focused on energy costs of operating the module, not on size. A power-hungry weapon may deplete energy to where shields and other components do not operate properly without adding more power generation. There would then be a power source for each ship whether it be fission, fusion, anti-matter, or zero-point energy. The more power-hungry a ship becomes, the more power generation must be built in.
While mass would not be an energy constraint for systems operation, it should be included for selecting the proper propulsion unit. A ship bogged down with massive weapons systems may not be quick or maneuverable without adding more engine power. Other than cost, what is the practical use of a fighter that is just as sluggish as a freighter?
As for weapons, consider adding range and re-fire values for the weapons. Longer ranged weapons may require more energy, better sensors, and have a lower re-fire rate but would allow for fleets backed by ships serving a role say more like artillery. If we want fleets to be more than just the number of ships in a stack, or their combined fire-power, hit points, and defenses, we need ships that can serve in different roles and excel at doing so.

We have new variants of modules, like "High efficiency" and "Long range" weapons. This is apparent from a picture in the founder's vault that I don't feel I should link for fear of NDA reprisal, but rest assured there is a picture of the research screen that shows the different types of weapons.. We're still not sure if your general "power grid" idea is in use, but it's possible. 

I take it you've played Gratuitous Space Battles? :3
 

4. Fleet Combat should allow some tactical input without micromanagement. For example, the AI should select the best strategy for success, but if the battle is a suicide mission, the player should be free to designate which targets in the enemy fleet are a priority making it possible to carry out precision strikes against a more powerful enemy. We should also be able to interrupt a battle to instruct our fleet to retreat.

The devs have hinted that there may be general-purpose "Fleet orders", but micromanagement of ships is absolutely out.

6. Finally, on the choices-driven Good vs. Evil ethical system, i have a thought. Good vs. Evil is too simplistic, but it is a good idea. Why not allow for a spectrum of ethical philosophies represented by your choices, and expanding choices beyond good bad and neutral? No choice should be neutral, and all choices should pose serious costs and benefits. Enslaving a race may provide an economic bonus, but also require significant military costs in terms of garrisons to keep the slaves under control as well as contributing to organized crime throughout the galaxy. In the past, enslavement was the only choice that offered any benefit to the player. Choosing not to enslave them should offer several paths with their own sets of costs and benefits. For example, you could choose not to colonize their world after all, and instead focus on diplomatic and humanitarian aid while providing them with protectorate status so other races do not enslave them. It may cost you a planet and whatever production you might gain from it, but you lose nothing to garrisons or organized crime, and it could provide a small economic benefit with the possibility of incorporating their planet into your empire at a later date via referendum or whatever. I understand the argument for eliminating it from the game entirely, but I think a more multifaceted philosophical alignment of multiple ethical views each with their own costs and benefits could keep this as an interesting part of game play.

The "Good/Neutral/Evil" system has been replaced by "ideologies"; we have few details on the specifics :c

But I very much like your other ideas! Hopefully Stardock will implement them in some way.

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Reply #3 Top

Mine are quite simply and far less detailed

 

  1. The ability to name a sector or region of space myself and have it show on the map.
  2. Contested borders so instead of just the lines we have now pushing back and forth have hexes that have multiple races claims on it causing diplomatic penalties to relations, then have options like the ability to settle border disputes peacefully, economically or militarily.
  3. Claims on planets and areas of space without colonising or building on them, so effectively planets or parts of space within a given range of an established colony or base can be claimed by say perhaps spending money or a special ship module ability.  This way as above we can see races claiming territory and add a layer to diplomacy.
  4. Minefields that are deployed via ship modules into a hex and cost money to maintain or a lump sum to deploy.
  5. Outposts that can be built on asteroids or planets that you don't colonise.
  6. Scientific Research Stations, a type of star base built close to stellar phenomenon that give a research buff with each stellar body giving a small chance of discovering a unique technology.  So imagine you fine a rare black hole and you build a station there.  It gives you +5 Research per turn but also you don't realise it but the dark matter in the black hole could be harnessed as a unique power source so you may eventually discover a new shield technology energy source that buffs your shield strength or energy weapons ect.  This way we have strategically important areas where races will want control.
  7. Planet Sieges, so an attacking fleet can lay siege to a planet but staying in the adjacent hex and bombarding the planet each turn and over time the planet may surrender without the need to land troops or invade.  Would add a great layer to combat trying to relieve a lengthy siege and also give options like planetary shields, orbital batteries that damage the siege fleets ect.
  8. Planet Blockades, similar to sieges but you spread your fleet into all the hexes surrounding a planet and in doing so cut off their supply of income and research ect to the owning empire.

 

Just a few things I would love :grin:

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Reply #4 Top


I am looking forward to your comments.

1. The constructor spam is going to be reduced, with the module system being changed to a linked-to-a-planet's-production system. We don't have much more information about that, and even that much isn't carved in stone yet.

2. Sounds really interesting.

3. In the previous games, the energy costs were included in the weapon/shield/engine modules. So your laser module had a separate generator running it, and the size of that generator was baked into the size of the module itself.

Range, fire rate, etc. is being included in this game, but we don't have much information as to how. ParagonRenegade mentioned techs on the sneak peek we got, but we don't know if those techs will be passive buffs to other modules, separate modules themselves, or something else entirely.

4. Specifying a target may be in. Changing orders during the battle is almost certainly not.

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Reply #5 Top

Quoting Tonath, reply 3

Mine are quite simply and far less detailed

 


The ability to name a sector or region of space myself and have it show on the map.
Contested borders so instead of just the lines we have now pushing back and forth have hexes that have multiple races claims on it causing diplomatic penalties to relations, then have options like the ability to settle border disputes peacefully, economically or militarily.
Claims on planets and areas of space without colonising or building on them, so effectively planets or parts of space within a given range of an established colony or base can be claimed by say perhaps spending money or a special ship module ability.  This way as above we can see races claiming territory and add a layer to diplomacy.
Minefields that are deployed via ship modules into a hex and cost money to maintain or a lump sum to deploy.
Outposts that can be built on asteroids or planets that you don't colonise.
Scientific Research Stations, a type of star base built close to stellar phenomenon that give a research buff with each stellar body giving a small chance of discovering a unique technology.  So imagine you fine a rare black hole and you build a station there.  It gives you +5 Research per turn but also you don't realise it but the dark matter in the black hole could be harnessed as a unique power source so you may eventually discover a new shield technology energy source that buffs your shield strength or energy weapons ect.  This way we have strategically important areas where races will want control.
Planet Sieges, so an attacking fleet can lay siege to a planet but staying in the adjacent hex and bombarding the planet each turn and over time the planet may surrender without the need to land troops or invade.  Would add a great layer to combat trying to relieve a lengthy siege and also give options like planetary shields, orbital batteries that damage the siege fleets ect.
Planet Blockades, similar to sieges but you spread your fleet into all the hexes surrounding a planet and in doing so cut off their supply of income and research ect to the owning empire.

 

Just a few things I would love

 

I liked every one these ideas.  +1 to you. 

To expand a bit on your idea of claims on planets, I would really like to see claims on star systems that you have a colonized planet in.  I want to be able to say that this star system is mine.  There are many like it but this one is MINE.  Never liked sharing one of my systems with another race that just decides to colonize the planet next to me.

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Reply #6 Top

well there was one thing that annoyed me with borders in gcII and that was

when making a custom race you had to choose your border colour if during the game another race had the same border colour there was no way to change either your or your opponents border colour (without restarting the map) i found this annoying at times when i wasn't sure if i owned the space or my enemy did without zooming in and determining where planets/ star bases where. this was a really minor oversight that i would be nice if it could be fixed or at least checked at beginning of game

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Reply #7 Top

One thing I wouldn't mind seeing implemented is this:

 

Select a scout or other survey type ship, then draw a square (or circle) around a certain area of the galaxy and the ship would fully explore that section.

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Reply #8 Top

Quoting charon2112, reply 7

One thing I wouldn't mind seeing implemented is this:

 

Select a scout or other survey type ship, then draw a square (or circle) around a certain area of the galaxy and the ship would fully explore that section.

 

Like!

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Reply #9 Top

Quoting charon2112, reply 7

One thing I wouldn't mind seeing implemented is this:

 

Select a scout or other survey type ship, then draw a square (or circle) around a certain area of the galaxy and the ship would fully explore that section.

 

Great idea. Taking it further, I'd like to see waypoints implemented (a la Red Alert 2!). That way we can implement patrol routes and informal borders ;p

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Reply #10 Top

Quoting Achronous, reply 9


Quoting charon2112, reply 7
One thing I wouldn't mind seeing implemented is this:

 

Select a scout or other survey type ship, then draw a square (or circle) around a certain area of the galaxy and the ship would fully explore that section.

 

Great idea. Taking it further, I'd like to see waypoints implemented (a la Red Alert 2!). That way we can implement patrol routes and informal borders

 

I second that: waypoints and patrol routes should be a must-have 

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Reply #11 Top

Thank you all for your comments! I really like your ideas. Let's keep going and get creative. Who knows what might catch the devs' eye and become part of the game?

One item farther down my wishlist is the creation of more robust solar systems. They should be larger with far more planets and moons and numerous asteroids and why not comets too? While mining an asteroid makes good economic sense for the metals and minerals, a comet is a good source of water and other frozen gases making comet mines a key ingredient to colonizing and terraforming barren worlds. 

My dream for all these additions to each solar system is to have them all orbiting as opposed to GCivII where planets are stationary objects. This is a strategy game, right? So why not ask us to think about the movements of the planets within solar systems when we play the game? Knowing that the planets' positions relative to each other will change with each turn could make a grand strategy hinge upon the orbital mechanics of a few contested solar systems.

What do you guys think? Is it a good application of real world physics or is it tmi? 

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Reply #12 Top

[quote who="ParagonRenegade" reply="2" id="3426112"]

quoting post

We have new variants of modules, like "High efficiency" and "Long range" weapons. This is apparent from a picture in the founder's vault that I don't feel I should link for fear of NDA reprisal, but rest assured there is a picture of the research screen that shows the different types of weapons.. We're still not sure if your general "power grid" idea is in use, but it's possible. 

I take it you've played Gratuitous Space Battles? :3

Actually no I have never played gratuitous space battles. I stole the idea from Freelancer if you're old enough to remember it. Beam weapons alone came in three varieties with matching shields, only instead of a 1:1 pairing each shield was effective against each weapon to differing degrees. All the usual specs came with the weapons, but energy usage was critically important as it drew from all systems. Power capacity in freelancer was baked into each ship. If we are building our own vessels, why not choose the power source ourselves and upgrade it as needed? If we make the power source a module itself, you would not need to upgrade every time you need more power, but you would be adding mass which still complicates the navigation systems. 



The "Good/Neutral/Evil" system has been replaced by "ideologies"; we have few details on the specifics :c

Sounds intriguing. I look forward to exploring it in more detail once these ideologies are released.

Reply #13 Top

I like your ideas about planetary sieges and blockades, and I think outposts are a must. As for minefields, I am not so sure. Space is big making minefields too easily avoided and too expensive to build not to mention that technological advances will no doubt render them useless for much of the game. Of course, that's for the devs to figure out. But why not a space-age equivalent of fire ships? Imagine a small speedy ship that exists for the sole purpose of ramming an enemy vessel and then blowing up. Unlike mines you can direct them to the battle rather than directing the battle to the mines. Like mines they could be very deadly single-use weapons. What do you think?

Reply #14 Top

Quoting androshalforc, reply 6

well there was one thing that annoyed me with borders in gcII and that was

when making a custom race you had to choose your border colour if during the game another race had the same border colour there was no way to change either your or your opponents border colour (without restarting the map) i found this annoying at times when i wasn't sure if i owned the space or my enemy did without zooming in and determining where planets/ star bases where. this was a really minor oversight that i would be nice if it could be fixed or at least checked at beginning of game

 

Kudos for a common sense suggestion! If they can't take your advice on this, they should finish their careers as janitors. 

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Reply #15 Top

Quoting Tonath, reply 3

Minefields that are deployed via ship modules into a hex and cost money to maintain or a lump sum to deploy.

 

So far only one thing caught my attention.

Mines are ideal soldiers - they don't need to sleep, eat, need no salary, their logistics support is very simply, you can build them in large numbers. Also, minefields should be covered by your forces, otherwise, your enemy either will be able to take them, with certain degree of risk, if you've been known for equipping anti-withdrawal devices on them, or simply destroy them with clearing charges. If minefields are covered, enemy sappers (or their support) had to suppress defending forces first.

So there is no need to maintain minefields, and mines could (or I say "should") vary from very simple (naturally barrel of explosive with proximity, if not contact trigger), to rather sophisticated, in terms of target acquisition and detonation, from magnetic, to gravity, UV, any other form of radiation, communication frequences scanning, even simply photoelectric cell.

But they shouldn't cost a lot, even most sophisticated ones - that what's undermines mines effectiveness. Developing most sophisticated trigger/detecting systems could be rather expensive, but it should be tied to scanners research.

We should consider adding "not-mine fields" (obviously I'm not big fan of that hypocritical anti-mine convention) - those are same mines, but they aren't triggered automatically, but only by our command. So we can place them, let enemies pass through sector multiple times, creating feeling of false safety, and then, when major fleet arrives...

Moreover, there could be short-term minefields deployment, because original mines' purpose is to delay your enemy. So your fleeing destroyer scatters mines right after it, and drifts on the other side of field, thwarting your enemies' attempts to clear it. Then, when your reinforcements arrives, your mines are self-destructs and voila, seemingly closed path is opened now. So who was bullying little guy?

Low tech mines could be tricked via sophisticated reconnaisance ships (obviously of high tech), or, ships crated from unusual materials (in relation to modern mines you can consider them to be mines with magnetic trigger, so removing all metals from yourself should render you "invisible"), or sent through minefields only via inertional "jolt" from mothership (no engines - no way to detect their emissions/materials' caused distortions). There is a large field of discussions, actually.

 

Quoting Tonath, reply 3
Planet Sieges, so an attacking fleet can lay siege to a planet but staying in the adjacent hex and bombarding the planet each turn and over time the planet may surrender without the need to land troops or invade.  Would add a great layer to combat trying to relieve a lengthy siege and also give options like planetary shields, orbital batteries that damage the siege fleets ect.
Planet Blockades, similar to sieges but you spread your fleet into all the hexes surrounding a planet and in doing so cut off their supply of income and research ect to the owning empire.

IMHO it's better to combine those two into one, because simple bombardment won't help you much, unless your aim is to "glass" the planet. Otherwise, invasion force is still needed - remember examples from WWII history.

Reply #16 Top

There has been a thread on this board which discussed mines in depth. One of the posters completely and thoroughly debunked the idea that mines could work or be feasible/sensible in a space game due to the nature of space. The gist of it is: Space is just too big and ships will get round them! If you build more mines you might as well build ships!

 

Edit: I'll try to find the thread when I get back to a PC, it's difficult on a phone!

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Reply #17 Top

Quoting Achronous, reply 16
Edit: I'll try to find the thread when I get back to a PC, it's difficult on a phone!

Here you are! The discussion begins at Reply #32 (direct linking still doesn't work).

 

 

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Reply #18 Top

Quoting General, reply 11

My dream for all these additions to each solar system is to have them all orbiting as opposed to GCivII where planets are stationary objects. This is a strategy game, right? So why not ask us to think about the movements of the planets within solar systems when we play the game? Knowing that the planets' positions relative to each other will change with each turn could make a grand strategy hinge upon the orbital mechanics of a few contested solar systems.

What do you guys think? Is it a good application of real world physics or is it tmi? 

TMI. If I'm busy plotting what my space empire is doing, I really don't want to have to devote time thinking about where the planets are going in different turns. It's just going to get frustrating to have to remember that kind of stuff.

 

Reply #19 Top

-Immersive tech tree, alien technologies, buildings with good sci-fi description.

-Instead of standard tech trading, copy the implementation of civ5 with research agreements, and tech spillover through trade routes

-More interesting random events, with more meaningful choices

-No superevents which change dramatically everything in the game

- Mechanics about integration or extermination upon of aliens upon planet capture

 

Those are in my opinion the weak points of a superb game like GC2 which i hope are done better in GC3

Reply #20 Top

Quoting Achronous, reply 16

There has been a thread on this board which discussed mines in depth. One of the posters completely and thoroughly debunked the idea that mines could work or be feasible/sensible in a space game due to the nature of space.

 

Problem (or feature) of game we play is 2D space, not 3D.

And even in wide open space we can scatter the mines as early warning system or most primitive choke-points creation, forcing enemy either study our field, or look for the other way. Even now we have systems designed to place minefields remotely and fast. Imagine something like that deployed right under the nose of your fleet, steaming for it's glorious "final assault on last enemy #573". Especially if that assault was about to bring you resources your suffocating economy and industry are starving for.

Or somewhat opposite situation - your enemy is retreating under protection of home system or starbase, or bigger fleet and then you cut his way out, by placing minefield right between them and their coveted designation and right in the middle of their formation.

 

Quoting Achronous, reply 16
The gist of it is: Space is just too big and ships will get round them!

 

Then mines did their job - they forced your opponent to lose time and divert from his course, even if for short time. They shouldn't destroy enemy fleets all by themselves. Remember story of Tiger? One that's been known as Panzerkampfwagen VI? Tank so nicely engineered, so it was self-disassembling. Since in GalCiv we have fleets upkeeps, several additional turns spent on maneuvering in/clearing of minefield could cost enemy dearly.

 

Quoting Achronous, reply 16
If you build more mines you might as well build ships!

 

And can you tell the difference in price/resources/time required to build mine and ship?

Mine purpose is to delay the opponent, not to destroy them. Destroyed enemy cause only anger and desire for revenge, but require no resources to fix it (maybe only salvaging). Damaged enemy requires resources for repair, so enemies either abandon damaged ship, sending crew somewhere else, leave damaged ship for repairs and move with the rest of the fleet forward, or they commence stop and wait till repairs will be finished.

You don't need to blanket area with mines X-Rebirth style, where in pirate's sector you can fire anywhere and hit the mine. I'm exaggerating a bit, but that sector has a lot of mines and even though X games were about some degree of FREEEDOM! in 3D space, it's not that easy traveling there.

And don't forget, only you know what you've placed in those barrels - there could be explosive and simple proximity trigger, there could be quite sophisticated scanner, coupled with some sort of "torpedo launcher" sending the actual warhead towards enemies ships in more or less "silent" way, or you can just throw in some garbage your citizens created. Nobody but you could tell the difference between those types of barrels floating around. One hundred of those could be decoys, but if one hundred and first will damage your beloved flagship or one and only supporting ship.

Reply #21 Top

What if mines had a proximity?  One mine placed will be triggered if an enemy approaches within, say, 2-5 hexes.

Or

What if mines were dropped and covered a several hex area.  Instead of dropping a minefield in each individual hex, you are now dropping them 3x3 or 5x5 at a time.

Reply #23 Top

Quoting SirKs, reply 21

What if mines had a proximity?  One mine placed will be triggered if an enemy approaches within, say, 2-5 hexes.

Or

What if mines were dropped and covered a several hex area.  Instead of dropping a minefield in each individual hex, you are now dropping them 3x3 or 5x5 at a time.

 

Or you choose hex(es) and drop mines there with certain density. Reminds fishing net size, depending on size of the fish you want to catch. Densely placed mines will have higher probability of being detected and, probably, cleared with ease, while less densely placed mines may miss smaller ships or smaller formations traveling through them (especially in areas like debris fields or asteroids belts), but will more likely will be triggered by bigger ships or ships' formations.

Reply #24 Top

I think it is important to point out that, even though the "mines" issue has been talked out at length in another thread, the only results was that those in favor got outshouted by those apposed.

I think what is going to happen with mines is that StarDock will decide whether they are going to be included or not, and if included what their characteristics will be.

Reply #25 Top

When we were experimenting with mines in other games' modding, it all turned out to mines' spamming by everyone, because mines rules.  :thumbsup: And, no my MOS is not related with mines.