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child of Thor
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Yes i like the idea of GalcivII. But i haven't been able to find time to play the first one properly yet - so that needs to be done first for me.
I think Brad is taking his efforts away from the the mainstream, and i like that. I get the impression that Galciv didnt quite hit the mark, but it obviously did well enough to provide him with a base to do some more on the genre.
As for customisation - its something i like in my games; wether its changing all my Xcom soilders names to S48 T50 H40 B25 etc, searching Daggerfall/Morrowind for the best looking outfit/weapons for my character, modding my ship in Elite or many other things. I like to be able to project my own persona/preferences into my games.
Do i want to pay £40(for example) for an unfinished game/do i want to encourage developers to produce unfinished software(more than they currently do)?
No - unless it was a really amazing game and the effort i was to put in would be worth it, and the game was priced accordingly.
Do i care for AAA graphics? Well not in the current trend of graphics over gameplay. So i can happily live without the part of games that costs the most to currently do.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:22
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Ship Design: Meh. Every space strategy game has this... it's fun, but is it really that important? I wouldn't mind seeing a 4X game which uses a handful of archetypes, like EU.
Unique Planets: Yeah! The solitary planet class in the first one was fairly dull. But adding 'artifacts' or 'ore' is still only reaching the standard set by MOO, years ago.
I'd like a 4X game with hundreds of 'hand-crafted' planets; not just random convergences of stats, but unique, compelling worlds with their own natural histories.
New Map System: This sounds interesting. It's not realistic... but that's hardly an issue with space strategy games anyway.
Play as any race: Meh. I always instinctively pick the humans, and I don't mind it when other races are excluded.
Fleets: I like the idea that the player has a logistic skill which limits the size of fleet you can amass. Could be very interesting.
Enhanced Combat System: Bleh. It sounds like an explicit stones-paper-scissors arrangement.. never a good idea in strategy games, because it precludes strategy in favour of luck. Less tangible aspects like initiative, logistics, flexibility and intelligence should play a role in deciding battles as well.
A final note: I really hope that they bring an end to the 'colonists = soldiers' mechanic common in 4X games. Not likely though.
Last edited by Sandman on 05-08-2005 at 01:05
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Panzeh
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asking for hundreds of hand-crafted planets would be like asking for a wargame to make each and every one of its units 'hand-crafted'..
it's asking for vaporware
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:22
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quote: Personally I'm a tad bit worried about increased complexity especially in planetary colonization, ship building, and fleet composition |
Actually, in the beta, there is part of this and nothing looks like it's going to get out of control.
Planets: Instead of building as many improvements as you wanted , and only once each, you can now build only (PQ) ones, but can build some more than once. You need some food to get pop to work in factories, but that's quite clean and easy to manage.
Ship building is nothing out of the ordinary (MoO did it more than 10 years ago).
Fleets are not yet coded so we have little idea what they'll do either early in the betas or when the game is out.
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ravagon
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Australia
Sep 1999 time: 13:22
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quote: Originally posted by LDiCesare
Ship building is nothing out of the ordinary (MoO did it more than 10 years ago).
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Shipbuilding worries me a little too. MoO wasn't too bad but with the increasing complexity of MoO2 the AI really suffered with regard to ship designs and counter-designs (ie: It didn't have counter-designs).
If you throw in players adding in custom-designed weapons/shields/devices Stardock is going to have their work cut out for them.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:22
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Ship design main interest in Galciv is that you have to chose which weapon and defense you want from a kind of rock-paper-scissors system. It forces you to make some decisions, such as adapting you fleet against a given enemy. The previous system(GC1) had little or no diversity in terms of ships, making fights and military research a bit silly. You just had to find the better tech or you'd be beaten. Modding couldn't change much except by creating big defensive ships. The only available diversity was the missiles, of which there was ONE (the AMM). To me, getting Dreadnought tech (AMM) ment winning the game. That was a bit of a pity.
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mart7x5
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First, I have to admit, that after having the GalCiv (I) for a couple of weeks, I got bored with it and sold it. The way it presented the galactic environment did not quite suit me. As for the GalCiv (II), the first 3 features on that site will definitely enhance the game:
- ship design
- new unique planets
- new map system
Each planet having its own map has been already implemented in Emperor of the fading Suns. Quite nice idea. From screenshots I noticed it will be kinda Mercator view. There might be found some better graphical way to do it, but I have no idea now how to do it. Ascendancy maybe had something like that too, if I remember correctly, but it was a perspective grid with planet in background. Galciv is better here.
Planets on actual map, that is what I like maybe the most. After all, star systems occupy the same space as stars. It was weird like in Master of Orion, that planets were like "hidden" inside stars.
And one more remark. Probably the thing, which I did not like the most in GalCiv (I) was that special events were not unique at all. There was quite limited number of them, and I were getting many of them numerous times during the same game - it was killing uniqueness of them. If there are some unique animals in the Galaxy, it is strange that I see the same animals in many distant from each other places. If (II) might attend that issue, that would be great.
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CiverDan
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I agree with the previous comment on "molding" ships. compelling, but draws a fine line between adding to the game and making it too complex. If I am on a Gigantic Map, I dont have time to determine how I mod every single Corvette, even if features are included to make it less tedious, it takes away from the "global" parts of the game that made GalCiv good (trade, diplo, subterfuge).
I hope certain segments of the game are improved:
The beginning - always a bum rush to settle (same manner every time, less variety than in normal Civ)
Constructors - good concept. not enough done to reign is runaway growth though. Constructors->more production->more constructors. Yes you have to reign in your financial outlays eventually, but you get the point.
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Kloreep

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of the pillow
Jun 2002 time: 00:22
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quote: Originally posted by CiverDan
I agree with the previous comment on "molding" ships. compelling, but draws a fine line between adding to the game and making it too complex. If I am on a Gigantic Map, I dont have time to determine how I mod every single Corvette, even if features are included to make it less tedious, it takes away from the "global" parts of the game that made GalCiv good (trade, diplo, subterfuge). |
It's not something you do for every single ship you build. You design a specific class of ship (for example, "Corvette") and it goes on the build queue. Then you build as many or as little of them as you like.
So you could play a game designing tons of different ships with which to have a varied fleet, but you could also stick to designing only a few mainstays at a time.
quote: Originally posted by CiverDan
The beginning - always a bum rush to settle (same manner every time, less variety than in normal Civ) |
I'm not sure if this will be solved, TBH. But all I've seen is Beta 1, so it's certainly possible. 
quote: Originally posted by CiverDan
Constructors - good concept. not enough done to reign is runaway growth though. Constructors->more production->more constructors. Yes you have to reign in your financial outlays eventually, but you get the point. |
Logistics will be in, though I don't know if in quite the same way as GalCiv 1. (And to be honest, I'm not entirely sure how GalCiv 1 Logistics works; never played a full game with it. But I imagine having higher and higher costs to found and maintain each starbase will apply.) Also, starbases will be specialized in to different types; a starbase mining a resource can't do anything other starbase things like increasing production or culture, etc.
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