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Post by Tau Ceti Empire on Mar 7, 2014 21:17:36 GMT
Now that we are a few turns in, I would like to know what are some of the things that people like and dislike about the proportions mod. I am in the process of making some tweaks for the next game (don't worry, this one is far from over) and would like some feedback and ideas for any changes.
This thread will stay open until we start the next game to dump ideas in as you come across it.
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Post by Amarr Empire on Mar 12, 2014 15:46:06 GMT
One critique I have is population transport. I understand it is supposed to be very critical but also very slow.. However late game storage tech or star-liner tech seems to be a bit under-powered as IIRC you can only really cram about 4 million pop on the largest ships. This by itself wouldn't be that big of an issue if it didn't take a million clicks to move population from one place to another. I guess it might be nice to see something like "cryo pod tech" or some other advanced tech where you can cram maybe double the amount 8-10mil into a large starliner hull.
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Post by Imperial Hegemon on Mar 12, 2014 16:10:32 GMT
I'm confused about the "million clicks" part about moving people. You can give a queue of orders and tell the ship to repeat it.
Have as ship in order. Click the load button, select load location, select load item (people!). Click the unload button, select load location, select load item (people again!). Then click repeat. Your ship will do this until you've decided it's done it enough, or the point of embarkation has no more people or the point of disembarkation can hold no more people.
Or, am I missing something?
Edit: I just re-read this and it comes across dick-ish. That was not the intent, but I wrote it quickly. That being said, I'm not going to change it so you can all shake your heads at my horrible typing and communications skills!
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Post by Dominion of Zabéara on Mar 12, 2014 18:44:50 GMT
No, you're not missing anything. Population transport order queues do much to reduce the amount of clicking needed.
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Post by D'Kali Hegemony on Mar 12, 2014 19:57:26 GMT
Yeah, once you've set up what I lovingly call 'bus routes', your population growth is pretty hands-off. However, I do agree that another high-level star liner tech might be need, so you can quickly replace colonies in the late game. My only concern with that would be that it would make it even less desirable to invest in ground invasions if you could easily rebuild or re-populate a devistated colony world
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Post by Imperial Hegemon on Mar 12, 2014 21:43:09 GMT
Agreed. I have always disliked that in many games you can bombard the shit out of a planet on turn 56 and then on turn 57 start a new colony that will be just super dooper amazing to live on. Really? No lasting effects from dropping nukes or raining down slugs from rail guns? Cause I'm pretty sure that would leave a TEENY TINY mark!
While I understand the frustrations, I wouldn't create a larger population moving tech. Hell, personally, I'd even love it if you could render a planet inhospitable due to war, but I know that'll never be possible. I think with the amount of work it takes to build up a planet in Proportions, it makes a statement if you decide to destroy a planet instead of invading it.
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Post by Amarr Empire on Mar 12, 2014 22:10:19 GMT
I'm confused about the "million clicks" part about moving people. You can give a queue of orders and tell the ship to repeat it. Have as ship in order. Click the load button, select load location, select load item (people!). Click the unload button, select load location, select load item (people again!). Then click repeat. Your ship will do this until you've decided it's done it enough, or the point of embarkation has no more people or the point of disembarkation can hold no more people. Or, am I missing something? Edit: I just re-read this and it comes across dick-ish. That was not the intent, but I wrote it quickly. That being said, I'm not going to change it so you can all shake your heads at my horrible typing and communications skills! Didn't know that! I just was using fleets of 50 or so cargo ships and as you can imagine that was SUPER click intensive. Still, I think there should be a high end tech that allows for moving more people than the current maxed cargo or starliner.
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Post by Tau Ceti Empire on Mar 12, 2014 22:18:29 GMT
These are good ideas to discuss. Keep them coming.
I personally wouldn't mind bumping the starliner capacity. I will look into some of the potential implications. I also don't want to create a massive storage monster that will allow the transfer of obscene amounts of other types of cargo instead of population.
One other idea I have is to tweak the amount of supplies used by different levels of engines. Right now, supply usage for standard ion engines is the same across lvl 1, 2 and 3. I am posting for work so I don't have the exact number, but I believe it is 13. If we say made it 13 for lvl 1, 12 for lvl 2 and 11 for lvl 3 it would give a bigger improvement than the miniscule supply boost and cost drop of each engine tier and make it a slightly more interesting decision when you hit the next movement speed engine. I wouldn't touch the efficient engines. Thoughts?
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Post by Imperial Hegemon on Mar 12, 2014 22:51:30 GMT
I haven't really taken advantage of the efficient engines. They go slow. I don't like slow, period. Hell, I have a V8 beast of a 4x4 in my drive way and even my "efficient" car is a 2013 Focus ST with 2.0L twin-turbo boosted engine. So... I dunno. I know that when I used the max number of "efficient" engines on a starliner it could only move 1 space per turn, but the max number of normal engines gave it 4. That is a significant difference...
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Post by Imperial Hegemon on Mar 12, 2014 22:52:51 GMT
Really? 50 or so cargo ships? Wow...
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Post by Amarr Empire on Mar 12, 2014 23:22:59 GMT
Really? 50 or so cargo ships? Wow... It was just a bot game on proportions so no real challenge
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Post by Tau Ceti Empire on Mar 12, 2014 23:32:57 GMT
I agree that fast engines are generally better, efficient engines have their uses. With fast engines, your range is very limited by your available supplies. ships with efficient engines can make it about half way across the galaxy. Early scouts can make good use of efficient engines. Beyond that, I don't use them much.
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Post by Imperial Hegemon on Mar 27, 2014 11:32:23 GMT
Aalien,
After some shoutbox chatter, what are the thoughts about starliners? Is there a way to lock their cargo type to population? That would clearly make it worthwhile to build them, but at the moment I don't think there is really much of an advantage.
I haven't looked in depth, but how does the colony module work? That is used for transporting population, is it locked or can it actually allow the movement of any type of cargo?
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Post by Tau Ceti Empire on Mar 27, 2014 15:18:39 GMT
I don't think there is a way for the game to differentiate different types of cargo. Colony ships can pick up any type of cargo. If you want you can make them ridiculously expensive, slow and vulnerable troop transports. The issue to making starliners better is that they can transport any cargo, so you end up with cheaper general cargo ships.
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Post by Imperial Hegemon on Mar 27, 2014 16:14:22 GMT
Seen. Yeah, I can see how that becomes an issue then.
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