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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1742084 times)

umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4155 on: February 04, 2017, 12:54:25 pm »

I can imagine it would create an interesting external threat/end game/fallen civs thing. If you start just tombing/destroying planets it might wake up some sort of universe defender type force that'd step in to stop you - as it'd be a chance thing, you might feel tempted to risk it on occasion.
"Sir, we've awoken the Last Sentinels. They're a fleet of sentient superbeings that claim they're the defenders of the galaxy. Their massive ships have come to defeat us because we've been destroying too many planets!"

"Hmm... how big are these massive ships?"

"Pretty big sir, bigger than anything we field."

"But are they bigger than a planet?"

"No."

"Use the Planetfucker3000™ on them."

stabbymcstabstab

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4156 on: February 04, 2017, 01:26:16 pm »

I can imagine it would create an interesting external threat/end game/fallen civs thing. If you start just tombing/destroying planets it might wake up some sort of universe defender type force that'd step in to stop you - as it'd be a chance thing, you might feel tempted to risk it on occasion.


I imagine that besides have to have research for it, you probably would need have the right set of ethics to do it. A Pacifist would probably only do it in extreme cases and a fanatical one would never do it, while a fanatical zealot would probably burn planets like a candles during a candlelight vigil.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4157 on: February 04, 2017, 01:30:32 pm »

I can imagine it would create an interesting external threat/end game/fallen civs thing. If you start just tombing/destroying planets it might wake up some sort of universe defender type force that'd step in to stop you - as it'd be a chance thing, you might feel tempted to risk it on occasion.
"Sir, we've awoken the Last Sentinels. They're a fleet of sentient superbeings that claim they're the defenders of the galaxy. Their massive ships have come to defeat us because we've been destroying too many planets!"

"Hmm... how big are these massive ships?"

"Pretty big sir, bigger than anything we field."

"But are they bigger than a planet?"

"No."

"Use the Planetfucker3000™ on them."
"...sir, have you ever questioned why we've never used the Planetfucker3000™ on enemy war fleets?"

"No, I thought we were."

"Fleets can move out of the way, sir."

"Well, that sounds like a design flaw to me.  Get those scientists crackin' on the Planetfucker4000™."
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IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4158 on: February 04, 2017, 01:33:01 pm »

On reflection, it really seems that combat needs a total redesign. Given that a fleet can be destroyed because it stops fleeing from a superior force in order to destroy a mining outpost, I would imagine that there is something wrong with the game as it stands.
This has been true since Day 1. I really don't think they put much thought into it, and the combat overhaul they did do was not inspiring.

Personally, I think handling combat in the same space as the rest of the game was a mistake; they should have had two in-combat fleets produce a battle object which then contained a turn based rock-paper-scissors card game JRPG battle or whatever. This would have been a slightly clunky abstraction, but if fleets enter combat immediately and cannot be controlled within combat, what exactly is there to lose? Is wandering a little further into research station aggro range really worth the current missile fiasco, for instance?

Hell, if you wanted to keep the scale you could have a battle start as soon as two hostile fleets entered the same system (or make combat events encompass the entire system), so it can look like your battleships are shelling the enemy from the other end of the system without all the weird clunk.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4159 on: February 04, 2017, 01:49:28 pm »

The problem with switching to some sort of card-based JRPG battle system? Keeping that sort of thing real-time. I know that multiplayer would be incredibly frustrating if the entire galaxy ground to a halt every time two empires started skirmishing with each other.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4160 on: February 04, 2017, 02:03:34 pm »

I assume that the AI/whatever would handle the card-based JRPG battles so that player intervention is not possible. So it'd be something like CK2's combat where you set things up and then hope you get good rolls/draws/whatever as it progresses.
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4161 on: February 04, 2017, 02:13:15 pm »

I mean, it sorta works on endless space (at least in terms of pacing) - but I prefer it the way it is. There's nothing like bringing in a supporting fleet at the  11th hour to save the day.

That being said, it does need a big overhaul. Things like limiting the amount of fleets you can field so there's less two-ship spam would be a good start.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4162 on: February 04, 2017, 07:44:25 pm »

I can imagine it would create an interesting external threat/end game/fallen civs thing. If you start just tombing/destroying planets it might wake up some sort of universe defender type force that'd step in to stop you - as it'd be a chance thing, you might feel tempted to risk it on occasion.
"Sir, we've awoken the Last Sentinels. They're a fleet of sentient superbeings that claim they're the defenders of the galaxy. Their massive ships have come to defeat us because we've been destroying too many planets!"

"Hmm... how big are these massive ships?"

"Pretty big sir, bigger than anything we field."

"But are they bigger than a planet?"

"No."

"Use the Planetfucker3000™ on them."
"...sir, have you ever questioned why we've never used the Planetfucker3000™ on enemy war fleets?"

"No, I thought we were."

"Fleets can move out of the way, sir."

"Well, that sounds like a design flaw to me.  Get those scientists crackin' on the Planetfucker4000™."
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4163 on: February 04, 2017, 08:37:10 pm »

I can imagine it would create an interesting external threat/end game/fallen civs thing. If you start just tombing/destroying planets it might wake up some sort of universe defender type force that'd step in to stop you - as it'd be a chance thing, you might feel tempted to risk it on occasion.
"Sir, we've awoken the Last Sentinels. They're a fleet of sentient superbeings that claim they're the defenders of the galaxy. Their massive ships have come to defeat us because we've been destroying too many planets!"

"Hmm... how big are these massive ships?"

"Pretty big sir, bigger than anything we field."

"But are they bigger than a planet?"

"No."

"Use the Planetfucker3000™ on them."
"...sir, have you ever questioned why we've never used the Planetfucker3000™ on enemy war fleets?"

"No, I thought we were."

"Fleets can move out of the way, sir."

"Well, that sounds like a design flaw to me.  Get those scientists crackin' on the Planetfucker4000™."
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Karnewarrior

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4164 on: February 05, 2017, 05:36:37 pm »

If/when they put in the option to tomb/glass/destroy planets, I hope they do the following:

1) Allow you to destroy non-habitable planets, without the same level of penalty that destroying habited worlds would do. Doing so might create a nice asteroid belt that could be scanned for a reroll on minerals.

2) Allow you to tomb worlds from the get-go. Space-based weapondry starts out at nuclear missiles and really quickly jumps to fusion missiles and beyond. There's no reason you shouldn't be able to tomb worlds with three corvettes, besides it taking a long time.

3) Allow you to tomb your own worlds. Because sometimes, you don't need that planet, or those xenos, and it's quicker to just eradicate the biosphere. OR maybe it's full of radroaches and it's an easy way to "terraform" the planet at the cost of a few meaningless radroach lives.

4) Allow you to tomb your own homeworld, even if it's the only planet you own. Because somewhere, someone is stupid enough to do that, and they deserve to be able to act out their idiocy in game, and probably get an achievement for it.

Also because I need to RP Space President Trump nuking Mexico. Radiation? What Radiation?
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GiglameshDespair

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4165 on: February 05, 2017, 05:55:32 pm »


Also because I need to RP Space President Trump nuking Mexico. Radiation? What Radiation?
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4166 on: February 05, 2017, 06:03:46 pm »

Damn, there is no SUPERFORTRESS or deathstar tier weapon among superstructures :c
No, because that wasn't the focus of the project. They identified a direction (allow more avenues for internal development for when empires can't or don't want to expand) and worked towards that goal. This release wasn't intended to push warfare or increase firepower, it was solely to work on internal development. So now we'll have better politics, ascension perks, traditions, and megastructures.
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MetalSlimeHunt

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4167 on: February 05, 2017, 06:16:51 pm »

2) Allow you to tomb worlds from the get-go. Space-based weapondry starts out at nuclear missiles and really quickly jumps to fusion missiles and beyond. There's no reason you shouldn't be able to tomb worlds with three corvettes, besides it taking a long time.
I would say that this should be partially controlled by policy and planetary defense. So you have a World Preservation policy with options for Always/Wartime/None, and can only be changed from Always if the Bombardment policy is Full.

However, it shouldn't be possible to glass a planet owned by a spacefaring culture unless the planet is defenseless, because they would have ground-based point defense and the like. While primitive worlds have no defense, though this is so far beyond even invading primitive worlds that it would be a severe diplomatic penalty.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4168 on: February 05, 2017, 06:36:10 pm »

If/when they put in the option to tomb/glass/destroy planets, I hope they do the following:

1) Allow you to destroy non-habitable planets, without the same level of penalty that destroying habited worlds would do. Doing so might create a nice asteroid belt that could be scanned for a reroll on minerals.
Ooh, planetcracking!  I've been replaying Dead Space, I like this.
3) Allow you to tomb your own worlds. Because sometimes, you don't need that planet, or those xenos, and it's quicker to just eradicate the biosphere. OR maybe it's full of radroaches and it's an easy way to "terraform" the planet at the cost of a few meaningless radroach lives.

4) Allow you to tomb your own homeworld, even if it's the only planet you own. Because somewhere, someone is stupid enough to do that, and they deserve to be able to act out their idiocy in game, and probably get an achievement for it.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4169 on: February 05, 2017, 08:04:50 pm »

I think blowing your own homeworld to hell to deny it to the enemy should be a completely valid strategy.
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