Well, Steam tells me that I've played an additional 50 hours after the release of the Invasions DLC, so I consider it another fantastic success! The Invasions mechanic was a great addition, and I hope to see more end game crises in the future (or in mods!).
It's gotten me to thinking about what would round out the final expansion for Planetfall (or, at least I hope it isn't the final! I would buy a Second Season Pass in a heartbeat!). I've come up with the following list of items I would really like to see:
Content:
Fun and convenience:
It's gotten me to thinking about what would round out the final expansion for Planetfall (or, at least I hope it isn't the final! I would buy a Second Season Pass in a heartbeat!). I've come up with the following list of items I would really like to see:
Content:
- One new faction, one new NPC dwelling race and one new secret tech. Yeah, I'm being greedy, but this would round out everything to eight factions, eight NPCs and eight secret techs. That's a great amount of combinations!
- Water colonies and unique naval sectors. C'mon Triumph! You try to make the oceans more enticing by buffing navies and improving coastal resources -- why not just stop flirting with water colonies and just add them? Maritime sectors could then be split into two or three unique sectors and, most importantly, orbital stations could be added to the water so that navies could be transported long distances
- More mods and items. Of course
- Repeatable society and military techs. Right now, you can fairly easily max out your military and social research by turns 60 or 70 on default settings without trying. It's a huge letdown that there are no other options apart from researching the tech trees of absorbed factions. Why not add repeatable techs to soak up excess research per turn? They could require quite allot of research to "rank up," but might include increases to cosmite production (a bottleneck in the lategame), happiness + production improvement in all colonies or some other bonuses.
- More society techs items. After the removal of the terrain-based social tech tree items (I'm not complaining about that, though!), the late-game society tree has become a bit threadbare towards the end. Why not add more faction-specific social techs or universal, researchable doctrines?
Fun and convenience:
- Championship ranks for units. After "prime rank," the experience system gets a bit stale. Why not add championship ranks like in AOW3 that add to a unit's hp? Combined with the mod system, it would really reward players for keeping units alive until end-game.
- Provincial governorship. Similar to the AOW3 system for "vassals," why not allow the player to add a "governor" to a colony that will prioritize building queues and pay "taxes." To ensure that the system works well, the player would still need to select sectors, but he governor would otherwise direct pop units to provide resources and develop militia units. The cost would be the lack of direct player control over the building queue, but the benefit would be the reduction in late-game micromanagement.
- More diplomatic options. Right now, disreputable players have very few options for interacting with other players outside of covert ops. Why not add more options to encourage conflict like a "rivalry" option similar to that found in EUIV and Stellaris? It doesn't need to be fleshed out substantially, but more options would help to keep tension high among other players.
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