This is a list of features that Orion2 had 20-more years ago, that Stellaris still does not have.
I know that devs hate comparing games, but I hope it might get some creative juices going. We need something new after 2.7.2, don't we?
1) SPIES! And saboteurs (For ppl who like Galactic diplomacy **)
You can have defensive spies - which would defend you from other species spies,
you could switch them to offensive - which may allow you to capture technology AND BLAME IT ON SOMEONE ELSE (sometimes),
you could turn them into saboteurs - to destroy some enemy's installations.
Some species have traits that make them better or worse at being spies/defending from spies - which is important! -
depending if you are telepathic, have some mimicry, other stuff.
2) Found lost colonies.
You may come up on a planet with a few pops of your own culture!
Apparently they left on a colony ship many years ago, and were presumed lost.
They are obviously happy to rejoin you.
Although - in Stellaris universe - they may have had some shifts in ethics?
3) Blockaded planets suffer.
For example, if the planet cannot produce all the food for itself, pops will start dying.
(blockaded by enemy fleet or a space monster)
4) Capturing enemy's ships - either to use in your fleet or to reverse-engineer.
Scrapping a ship will also produce some resources.
It's so odd that in Stellaris there is no reverse-engineering event ships, and no salvage materials when you disband one.
5) Planetary-based weapons batteries; ability to make some ships on the planet, without a station.
Today, in Stellaris if star's defense station is taken - the goose is cooked.
There is no way a planet under attack could recover, make any ships, or re-take the defense station.
6) Bombs. Sound simple, no?
They are not missiles. They only work on planetary target, but they work WAY better than the regular weapons.
They obviously take space on the ship - so you need to decide how to compose your fleet.
You will need a "Bomber" section configuration.
7) Biologic weapons.
They kill pops, but leave the infastructure intact.
Not sure how it could be translate to Stellaris model, somehow buildings get ruined when there are not enough pops (why?).
8) Free-form ship designer.
You are not limited to few pre-defined ship sections,
only by the total space and power requirements.
Juggernaut has only 1 configuration, come on!
There are probably more features, but let's start with these
I know that devs hate comparing games, but I hope it might get some creative juices going. We need something new after 2.7.2, don't we?
1) SPIES! And saboteurs (For ppl who like Galactic diplomacy **)
You can have defensive spies - which would defend you from other species spies,
you could switch them to offensive - which may allow you to capture technology AND BLAME IT ON SOMEONE ELSE (sometimes),
you could turn them into saboteurs - to destroy some enemy's installations.
Some species have traits that make them better or worse at being spies/defending from spies - which is important! -
depending if you are telepathic, have some mimicry, other stuff.
2) Found lost colonies.
You may come up on a planet with a few pops of your own culture!
Apparently they left on a colony ship many years ago, and were presumed lost.
They are obviously happy to rejoin you.
Although - in Stellaris universe - they may have had some shifts in ethics?
3) Blockaded planets suffer.
For example, if the planet cannot produce all the food for itself, pops will start dying.
(blockaded by enemy fleet or a space monster)
4) Capturing enemy's ships - either to use in your fleet or to reverse-engineer.
Scrapping a ship will also produce some resources.
It's so odd that in Stellaris there is no reverse-engineering event ships, and no salvage materials when you disband one.
5) Planetary-based weapons batteries; ability to make some ships on the planet, without a station.
Today, in Stellaris if star's defense station is taken - the goose is cooked.
There is no way a planet under attack could recover, make any ships, or re-take the defense station.
6) Bombs. Sound simple, no?
They are not missiles. They only work on planetary target, but they work WAY better than the regular weapons.
They obviously take space on the ship - so you need to decide how to compose your fleet.
You will need a "Bomber" section configuration.
7) Biologic weapons.
They kill pops, but leave the infastructure intact.
Not sure how it could be translate to Stellaris model, somehow buildings get ruined when there are not enough pops (why?).
8) Free-form ship designer.
You are not limited to few pre-defined ship sections,
only by the total space and power requirements.
Juggernaut has only 1 configuration, come on!
There are probably more features, but let's start with these
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