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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1739901 times)

Aklyon

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #330 on: October 11, 2015, 03:27:07 pm »

Hmm, that indicates they plan on different races having different locomotion mechanics, something I thought was brilliant about SotS.
They already stated there will be three forms of travel that you can pick at the start (and gets randomized for the AI): "lanes" like SotS Humans, No FTL but can build teleporters like SotS Hivers and Warhammer 40k style Warp travel (including dangers like the "natives" deciding to attack you and such), IIRC.

There has to be a 40k mod for this game.
There surely will be one.
It will be fucking amazing proably.

... H-heresy?
The hereticalness has yet to be determined.
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Quote from: RedKing
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.

forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #331 on: October 11, 2015, 04:01:15 pm »

Hmm, that indicates they plan on different races having different locomotion mechanics, something I thought was brilliant about SotS.
They already stated there will be three forms of travel that you can pick at the start (and gets randomized for the AI): "lanes" like SotS Humans, No FTL but can build teleporters like SotS Hivers and Warhammer 40k style Warp travel (including dangers like the "natives" deciding to attack you and such), IIRC.

There has to be a 40k mod for this game.
There surely will be one.
It will be fucking amazing proably.

... H-heresy?
The hereticalness has yet to be determined.
Woah woah, stick to the law brother. Everyone is a heretic in the eyes of the Emperor until proven otherwise.
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Kot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #332 on: October 11, 2015, 04:17:40 pm »

Hmm, that indicates they plan on different races having different locomotion mechanics, something I thought was brilliant about SotS.
They already stated there will be three forms of travel that you can pick at the start (and gets randomized for the AI): "lanes" like SotS Humans, No FTL but can build teleporters like SotS Hivers and Warhammer 40k style Warp travel (including dangers like the "natives" deciding to attack you and such), IIRC.

There has to be a 40k mod for this game.
There surely will be one.
It will be fucking amazing proably.

... H-heresy?
The hereticalness has yet to be determined.
Woah woah, stick to the law brother. Everyone is a heretic in the eyes of the Emperor until proven otherwise.
It's hard to dispatch Inquisitorial investiagion teams to something that doesn't exist yet... not that it stopped Inqisitors from before, but eh, right now Ordo Chronos Inquisitors are all too busy killing some sentient salt-shakers that are hell-bent on genocide.
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Aklyon

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #333 on: October 11, 2015, 04:26:26 pm »

Hmm, that indicates they plan on different races having different locomotion mechanics, something I thought was brilliant about SotS.
They already stated there will be three forms of travel that you can pick at the start (and gets randomized for the AI): "lanes" like SotS Humans, No FTL but can build teleporters like SotS Hivers and Warhammer 40k style Warp travel (including dangers like the "natives" deciding to attack you and such), IIRC.

There has to be a 40k mod for this game.
There surely will be one.
It will be fucking amazing proably.

... H-heresy?
The hereticalness has yet to be determined.
Woah woah, stick to the law brother. Everyone is a heretic in the eyes of the Emperor until proven otherwise.
It's hard to dispatch Inquisitorial investiagion teams to something that doesn't exist yet... not that it stopped Inqisitors from before, but eh, right now Ordo Chronos Inquisitors are all too busy killing some sentient salt-shakers that are hell-bent on genocide.
Would those be better or worse than whatever they were killing before?
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Quote from: RedKing
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.

Persus13

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #334 on: October 11, 2015, 04:46:15 pm »

The only thing heretical is that quote pyramid you've got going there. Seriously, you guys don't need to quote the thing right above you.
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Aklyon

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #335 on: October 11, 2015, 04:47:51 pm »

Theres been worse ones.
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Crystalline (SG)
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Quote from: RedKing
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.

Persus13

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #336 on: October 11, 2015, 04:59:28 pm »

I know, I've been partially responsible for worse ones. Just trying to stop it from getting out of hand.
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Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #337 on: October 11, 2015, 08:32:30 pm »

Yeah, the forum doesn't like when we get pyramids going. Clearly a sign of alien interference... or something.
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Azazass

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #338 on: October 11, 2015, 09:00:06 pm »

Yeah, the forum doesn't like when we get pyramids going. Clearly a sign of alien interference... or something.

Yeah! A sign of HERESY!

But back on the topic.

I am more interested in the governing mechanics once you have your empire/dominion/hive/democracy (Bah! Filthy peasants they think they can choose their leaders!) going on.

Will we get a Vicky 2 mechanic? A EU4? CK2? HOI3? Perhaps a mix of all? Something entirely different?

Because for me, combat, exploration and governing mechanics are what matters the most in a 4x game.

I mean, it's nice that I can design my ship, SoTS, or that I can build and fight with a massive armada, SoaSE but governing my empire feels... bland.

The empire mechanics in DW are great if somewhat a bit daunting for a new player.

One of the goods things about Endless Space is that empire management actually matters.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #339 on: October 11, 2015, 11:16:37 pm »

Quote pyramids are much like hat-tricks in soccer (football for you Europeans and 'Strayans), to get one requires skill, teamwork, and luck. They're a milestone in your forum career, and they let other Bay12ers know you're a top class poster.

EDIT: I am worried in extremis that they will somehow simplify mechanics, which is the ultimate bane of my existence. This game better be a complicated mix of HOI, CKII, and Vicky.
« Last Edit: October 11, 2015, 11:18:19 pm by Urist McScoopbeard »
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Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #340 on: October 12, 2015, 01:43:40 am »

The thing I liked most about Vicky2 was the way policies directly affected the way you played. If you want to micromanage the economy you need to go Commie and Planned Economy; if you prefer to ignore the economy you need to go Liberal Capitalist and Laissez-Faire. So the political framework had an actual effect on the way you play instead of being just bonus to something and malus to something else.

This kind of actual effect to the way you play would be nice to see in Stellaris as well.
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Azazass

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #341 on: October 12, 2015, 01:03:23 pm »

Today's Dev Diary deals with travel methods!

SPESS TRAVELS

This DD shows three methods:

Warp Drive, akin to Star Trek and Warhammer 40K (may or may not contain Daemons, science is required for that), mechanics seems similar to the ones in SoaSE, but without the constrains of moving between predetermined lines, you have freedom of movement albeit slow.

Wormholes, a series of gates, in this case space stations, to connect your empire, allow you to strike anywhere but leaves your forces stranded if there is an attack on the network/gate and it takes time to create the wormhole, the larger your fleet the longer in takes.

Hyperdrive, like Star Wars, using hyperlanes to move, these are a prexisting network of lanes, it's fast but prone to ambush once the enemy figures where are you coming from, also creates strategic level chokepoints.
« Last Edit: October 12, 2015, 01:05:19 pm by Azazass »
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #342 on: October 12, 2015, 01:20:47 pm »

Wormholes sound amazing offensively.  Your fleet can appear, with no notice, deep within enemy territory.
Sounds hard to balance, but sounds like they have methods...  I'm sure the station is expensive, and the charge time could be quite long.  So, excellent if you plan ahead perfectly, but not great for responding to new situations.
Also, it says the wormholes are brief but two-way.  I wonder if that means an enemy fleet may counterattack through, if you're exceedingly unlucky.

Gotta love that teaser about potential consequences of FTL, heh.

Edit:  I haven't played Sword of the Stars, which of course is a great study in alternate FTL modes like this.  But I did play Space Empires 5, which had stable wormholes (basically spacelanes).  Late-game technology could create or even destroy those wormholes, and it was optionally possible to generate galaxies where systems started disconnected.  I wonder if Stellaris will allow modifying the hyperdrive lanes, probably as a capstone.  Maybe after dealing with the "potential consequences" of warping physics.
« Last Edit: October 12, 2015, 01:25:45 pm by Rolan7 »
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BFEL

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #343 on: October 12, 2015, 01:34:55 pm »

I will now and forever read "Hyperlanes" as Mass Relays.
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Aklyon

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #344 on: October 12, 2015, 01:45:06 pm »

Edit:  I haven't played Sword of the Stars, which of course is a great study in alternate FTL modes like this.  But I did play Space Empires 5, which had stable wormholes (basically spacelanes).  Late-game technology could create or even destroy those wormholes, and it was optionally possible to generate galaxies where systems started disconnected.  I wonder if Stellaris will allow modifying the hyperdrive lanes, probably as a capstone.  Maybe after dealing with the "potential consequences" of warping physics.
The Zuul basically used the same hyperdrive system as the human, just...more directly. As in, they didn't use the lanes, they tore great big interstellar holes to build their own lanes. Their own unstable lanes which took forever to do because the ship that did the tearing was slow.
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Crystalline (SG)
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Quote from: RedKing
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.
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