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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1739902 times)

Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #225 on: August 11, 2015, 06:39:47 pm »

They're really promising the world galaxy, there.  I'm not even hype, but I do have some hope.  It's Paradox after all, maybe they can deliver some of this.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #226 on: August 11, 2015, 06:43:46 pm »

And why every game in space has ship design  :'(

Um, because it's great?

Anyways, that article actually makes me really hopeful for the game. It makes it sound like the space strategy i've always wanted! I can't wait.
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Kot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #227 on: August 11, 2015, 06:54:35 pm »

And why every game in space has ship design  :'(
The real question is why not every 4x has unit design.
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Aklyon

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #228 on: August 11, 2015, 07:29:41 pm »

And why every game in space has ship design  :'(
The real question is why not every 4x has unit design.
Because no one care what warrior have at first. Warrior have club? Club good. Until bow beats club. Then, archer good. Until next step up.

Spaceship have guns? What kind of guns, and do they look fancy or do they look practical? Is this a scifi ship or a mil-scifi ship? How big is it? Is its name a running gag or is it not important enough to be named uniquely? And how many of them do you have!
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Shadowlord

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #229 on: August 11, 2015, 07:36:35 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #230 on: August 11, 2015, 07:40:33 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.

Against heavy armor, I'd actually much prefer a big-ass club
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a1s

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #231 on: August 11, 2015, 08:18:40 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.

Against heavy armor, I'd actually much prefer a big-ass club
I have 2 word for you: Agincourt.
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Aklyon

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #232 on: August 11, 2015, 08:25:49 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.

Against heavy armor, I'd actually much prefer a big-ass club
I have 2 word for you: Agincourt.
Looks like only one word, mate.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Kot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #233 on: August 11, 2015, 08:30:47 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.

Against heavy armor, I'd actually much prefer a big-ass club
I have 2 word for you: Agincourt.
Glorious welsh longbow folded bazillion times by Japanese swordsmiths to create finiest axes known to batkind.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #234 on: August 11, 2015, 08:31:54 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.

Against heavy armor, I'd actually much prefer a big-ass club
I have 2 word for you: Agincourt.
You're thinking of Welsh longbows I think.  They're *like* clubs, in that they're... uh... made of wood?
But yeah, it's a strange truth that weapon technology always outpaces armor.  With one notable and hilarious exception I know of, the Monitor vs the Merrimack.  The ironplated ships of the American Civil War.

Glorious welsh longbow folded bazillion times by Japanese swordsmiths to create finiest axes known to batkind.
yes
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PanH

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #235 on: August 11, 2015, 08:53:43 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.

Against heavy armor, I'd actually much prefer a big-ass club
I have 2 word for you: Agincourt.
Hey, that was more utter incompetence against bows. I think clubs or even rocks would have been enough.

Also, the thing about unit design, is that it's just another mechanic for min maxing.
Either it doesn't matter, and in this case, why add it ?
Either it is important, and force you to min-max to get good units (or good counters, but that's often rock-paper-scissor style).
Imo, it just doesn't add anything to a grand strategy game. Most 4x games would be better without it.
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Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #236 on: August 11, 2015, 09:00:39 pm »

Except bows don't always beat clubs unless the game is simplified a lot. I mean unless Firaxis made it.

Against heavy armor, I'd actually much prefer a big-ass club
I have 2 word for you: Agincourt.
Glorious welsh longbow folded bazillion times by Japanese swordsmiths to create finiest axes known to batkind.
Normand go home
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Vendayn

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #237 on: August 11, 2015, 09:09:44 pm »

Its also like games designing your characters looks. Why bother doing that in a singleplayer RPG? Why do so many games waste effort on letting someone design their character?

In an MMO maybe yeah.

But like Skyrim? Does changing my height make me stronger/faster/slower or anything? Nope. Its just to waste time and create an illusion of difference.

More RPGs would do far better like in Witcher 3, a pre-made character with more of a focus on leveling/skilling and doing quests and killing monsters. Cause why the heck does it matter how my character looks in a singleplayer game? It doesn't change the game at all.

Its exactly like designing space ships in 4x games, but even more waste of a time because making a character skinny, taller or whatever doesn't even change the game at all lol.
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Kot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #238 on: August 11, 2015, 09:14:25 pm »

Witcher
Eh, despite being a pretty cool guy all-around, Geralt doesn't have tits.
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a1s

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #239 on: August 11, 2015, 09:15:44 pm »

Its also like games designing your characters looks. Why bother doing that in a singleplayer RPG? Why do so many games waste effort on letting someone design their character?

In an MMO maybe yeah.

But like Skyrim? Does changing my height make me stronger/faster/slower or anything? Nope. Its just to waste time and create an illusion of difference.

More RPGs would do far better like in Witcher 3, a pre-made character with more of a focus on leveling/skilling and doing quests and killing monsters. Cause why the heck does it matter how my character looks in a singleplayer game? It doesn't change the game at all.
Well, games in general are "to waste time and create an illusion". Clearly someone enjoys it (maybe they enjoy it enough to pickpocket someone and take their place in the Skyrim focus group meeting)
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