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I'd love to see some rare super late game techs but idk what they would be other than repeatable.
The game engine might not handle it but moving planets could be one. Maybe the ability to create a new species from scratch? or seed a planet with primitives. A super late game secret tech jump drive to jump anywhere? A special discount on the market? Build new planets?
I don't think there are different classes of ships at the moment, there is currently only one class, it differs only in size.
I mean, for example:
Ticonderoga class guided missile cruiser = cruiser that can be armed with more weapons than a regular cruiser but only with missiles
Corvette
Destroyer
Cruiser ---|
|--> Kirov-class battle cruiser
|--> Slava-class missile cruiser
|--> Ticonderoga-class guided missile cruiser
Battleship
Titan
Juggernaut
i'm aware, i just went with the bare bones classesfor example:
Problem there is that the current ships aren't always worth while. More ships seems to make it even harder to set up.for example, more classes of ships: https://en.wikipedia.org/wiki/List_of_naval_ship_classes_in_service
Think this is covered with the different hull sections isn't it?for example:
Problem there is that the current ships aren't always worth while. More ships seems to make it even harder to set up.
Think this is covered with the different hull sections isn't it?
Currently, the problem is that a bigger ship is always better than a smaller one, so the player is always interested in building only the largest
each class should have options that no other class has. only in this way does the player have the motivation to build all classes and not just the biggest ships
I mostly agree with you on these elements. It's frustrating to be simply unable to add some modules to some classes, and I'd prefer if there were incentives to their use instead. I also think evasion is too low to be significant for destroyers and cruisers as it stands, and they would deserve more of it. Most weapons have sufficient tracking stats to completely ignore their evasion.They're trying that with Missiles, and I really wish they'd f***ing stop it already. I don't want less versatility, I want more of it. I certainly want the classes to each have roles and purposes, but I don't want to see Torpedoes limited to corvettes-only, or see even more options stripped from the battleships to make them "less desirable." I mean, I admit I don't have a direct suggestion for how to achieve that in a satisfying way, but having the various modules get artificially stripped down to force the use of certain hulls is unreasonable.
[...]
As it stands, speed (as in, movement speed) has too little an impact to force Titans and battleships into a heavy bombardment role.
[...]
Also, rebalance the evasion stat to favour destroyer and cruiser hulls slightly more than it does presently, and we should have a workable system that uses just speed as a limiter.
While I do think the most important in Stellaris is who has more ships (scaled to size), it is possible for the weaker side to win, especially if the enemy does not have a balanced fleet composition and/or specializes in one weapon type. By countering their composition with your own, it is possible to have surprising results for an unknowing observer.I think battles on ships are boring and are always won by the one who builds more ships
There is no strategy for building ships for the weaker to be able to destroy the stronger
in the real world, one submarine can destroy a much more powerful aircraft carrier
I very rarely take the Enigmatic Engineering perk and this would likely change with additional weapon techs randomly generated. It would make for interesting encounters and make empires more unique, some of their fleets having signature weapons. Events could appear when confronted with such alien technologies, depending on how damaging they are to our fleets. I think it could add to the storytelling part of Stellaris (and make warfare slightly less predictable).I feel the military repeatables could be supplemented with some rare, randomly-generated weapons tech.
Like a Borderlands gun, but without the spam - each empire could maybe get one or two uniques as part of their late-game weapons research.
Give it some randomised stats, a palette swap with an existing weapon, and a cool procedurally-generated name, and you have something to add interest to late game spaceship design.
It might grant you a war-winning death ray, or an interesting curiosity like a missile that does 300% damage versus shields, but no major problem, since you're not forced to incorporate the tech into your ship designs, and you might be able to steal another empire's unique tech (conversely, protecting your own unique tech would make the Enigmatic Engineering perk a lot more attractive).
Potentially infinite weapons! It might unbalance the end game, but I think the added interest would be worth it (and it could always be an optional game rule if you wanted to keep tech 'fair').
I'd love to see some rare super late game techs but idk what they would be other than repeatable.
The game engine might not handle it but moving planets could be one. Maybe the ability to create a new species from scratch? or seed a planet with primitives. A super late game secret tech jump drive to jump anywhere? A special discount on the market? Build new planets?