OK, this is going to a list of my suggested improvements to the game... my plan is to edit this original post as I expand/refine my ideas. Let's start with economics and budgeting -- some very simple changes to the existing system... SPENDING: 1) Get rid of the Industrial Capacity overall slider and instead control the three spending categories directly. These could be set from 0% to 100% -- the utilization of the player's available research and product
Nerva
Yeah, I agree that's a good idea... it would also be good to not only have the resources on planets, but also in deep space... nebulas, asteriods, etc.
I have to say, putting Shatner in this game would be brilliant indeed. Particularly having him read the tech descriptions with his semi-serious "why don't you all just get a life" attitude.
I would like to know as well!
How about a "green light" in the ship designer... I think there's just red, yellow, white, and blue. The "blue" light is also more of a cyan to my eyes at least... I'd really like a green light in particular because I like to put navigation lights on my ships... red on the left, green on the right.
Jagged Alliance 2 is actually compatible with WinXP. And it's awesome. OK, I will have to check it out. X-Com is one of games that's so strangely perfect that not even its official successors were better... even "obvious" improvements like larger maps, more weapons, etc... arguably made the game worse. I think the only weakness it had was that wh
Games are necessarily abstracted models to allow: 1. For entertainment. The real world is already full of complexity and uncertainty. People come to games to enjoy exerting control, to be challenged (but only to a point that they determine), and to win. I would break that "entertainment" into two sub-categories: realist and escapist. The per
Nerva, you are a troll. Your OP was incendiary and insulting, and you say "Time to go play some X-Com.", but you're responding to this thread on the hour. That's why everyone jumped on you. I'm responding to this thread (rather than playing X-Com) because I've calmed down from my OP (even at the time I said I was in too foul a mood to be constr
You can't tell me they didn't work hard on it. I apologize if I implied they hadn't worked hard on it or didn't want to make the best game possible. My initial post was frustration over how developers could work so hard on something and yet get a fundamental part of the game so completely wrong (in my view). It was also because it was the sequel.
Nerva, you have an idea for a game, why don't you get off your ass (pardon my vocarity) and go DO SOMETHING ABOUT IT. Make this game you want to play. If it's good other people might even play it.. You might even find out that getting from the Idea to the finished product is a long and troubled journey. When you're finished you might have a new perspective on what it takes
MOO2 had an ENTIRELY unrealistic system allowing you to move discrete population units around like pieces on a chessboard. That makes no damn sense at all. Well, it makes sense that someone would WANT to do it, but you have a point that it's not "realistic" in an OPEN society. Stalin was notorious for moving ethnic groups around like pieces o
Actually, I would think that's eye-candy there. You don't really do much but build a bigger port. Essentially: Bigger structure, more profit. How do I achieve this in galciv? Bigger population+Market, more tax I see the point you're getting at but I think you've missed the distinction I was trying to make WRT Ro
No, I've never played a hex-based boardgame. If you think I'm into total micromanagement you're wrong. The case I'm trying to make is for a very sophisticated (complicated) model UNDERNEATH that is very intuitive to understand at a high level because it simply seems "realistic" in how it actually behaves. In fact, by making the game more sophisticated underneath, you actually make it pointless for someone to try and "spreadsheet" the game -- there are to many details involved for them to e
I haven't played Civ4, so I couldn't comment on it -- I've just about given up on Sid Meier doing another groundbreaking game... he's just putting new makeup on the same girl. I would prefer any of the earlier Civs to GalCiv's system, however. I loved the way MOO2 had discrete worker population units... you could actually move them around to the worlds they were best suited for... races had particular advantages/disadvantages, etc. Of course that micromanagement became a pain late
OK, quick summary: I heard GalCiv 1 was a great game, bought it, was horrified at how utterly primitive the budgeting and resource management was, gave up on it and found my old dusty CD of MOO2 to play instead (out of nostalgia and the need to play SOME sort of galactic strategy game). However, I figured that the budget and resource management was one of those things that "happens" when you have a non-mainstream developer with their own ideas... I knew the AI and other asp