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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1678528 times)

Wiles

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4140 on: February 03, 2017, 03:29:18 pm »

It would be interesting if you could do some active spying in the midgame if there was cloaking research. Flying about the galaxy with espionage vessels could give you something to do other than fight wars after you get to the point where you can't explore/expand much anymore.
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PTTG??

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4141 on: February 03, 2017, 06:45:24 pm »

I really would like to see big empires be prone to fracturing.
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IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4142 on: February 03, 2017, 07:45:31 pm »

I really would like to see big empires be prone to fracturing.
Me too, but given that they couldn't handle this in CK2, where it's kind of an important recurring historical theme, I'm fairly dubious.

Then again, maybe tech and foresight will help this time around. Ethics Divergence, while crap, is still better at providing meaningful internal complications than anything I'm aware of in CK2. Until you get mind control lasers.
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PTTG??

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4143 on: February 03, 2017, 08:02:01 pm »

It comes down to sectors. If sectors were an advantage instead of a detriment, if they existed for AI, then they'd be really reasonable fracture points.
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EuchreJack

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4144 on: February 03, 2017, 08:25:27 pm »

It comes down to sectors. If sectors were an advantage instead of a detriment, if they existed for AI, then they'd be really reasonable fracture points.

They don't have to be so much an advantage as a mandated detriment to growing bigger, like Corruption in the Civ games.  But yeah, they'd have to apply to the AI as well.

Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4145 on: February 03, 2017, 11:25:54 pm »

They've got characters, trade and diplomacy in
I mean, not really though.
Quote
they're adding stuff like artisans and mega-structures that weren't ever really 'needed'.
Those are tiny gimmick things added to fund the main development. Little side things like that aren't really relevant since the amount of dev time they use is trivial. Compare that to the tradition trees, the consumer goods, the species rights, and most especially the ethics overhaul, with the faction overhaul that it begets.
« Last Edit: February 03, 2017, 11:29:29 pm by Cruxador »
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4146 on: February 03, 2017, 11:43:05 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.

There's also the fact that corvettes are the most cost-effective form of firepower. And that the game systems of weapons are disconnected from the apparent systems (what appear to be missiles are actually just special particle effects, but there are missile objects, but they follow different rules, and they immediately blow up if the mothership is destroyed...). And that all ships use the same "strategy," which is "ignore my maximum range and circle around the enemy," meaning that range is the least important feature of every weapon.

I don't really know if I'd want to buy an expansion pack if the main game is so nonfunctional...
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Tiruin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4147 on: February 04, 2017, 12:07:27 am »

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 on my mind since ever -_-
"FLEE! Retreat, fleet! Oh wait there's a tiny outpost over there let's go into battle and reset the warp drive by a month~"

You go, Commander. :I
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sprinkled chariot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4148 on: February 04, 2017, 12:10:07 am »

Damn, there is no SUPERFORTRESS or deathstar tier weapon among superstructures :c
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4149 on: February 04, 2017, 01:16:17 am »

It's been 6510 hours since the game came out and the devs still haven't figured out the most important aspect of any Space 4X.

The ability to blow up a planet.

What's wrong with them.

stabbymcstabstab

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4150 on: February 04, 2017, 01:43:28 am »

Christ I'll settle for simply being able to bomb a world into a tomb world at this point. Cuz come on how does it make any sense that after 5 years of full orbital bombardment everyone is alive on a planet? the atomic age primitives can tomb their world in under a hour why can't I do that?
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TalonisWolf

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4151 on: February 04, 2017, 11:30:36 am »

Damn, there is no SUPERFORTRESS or deathstar tier weapon among superstructures :c

Mods. They already have them out there.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4152 on: February 04, 2017, 12:26:18 pm »

The head dev recently said that glassing worlds is not in purely for balance reasons at this point, since it doesn't work well with the warscore mechanics and you could just glass a whole enemy nation, but he's figured out a way around it. However, it won't be ready by 1.5.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4153 on: February 04, 2017, 12:35:54 pm »

I assume that choosing to glass other nations would be like using a nuke or planet buster in most other 4Xs; just about everyone will hate you for it and may truce with each other in order to take you down.
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4154 on: February 04, 2017, 12:40:57 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.

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