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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1178085 times)

MorleyDev

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8190 on: November 02, 2019, 11:51:03 am »

Psionic Ascension is the most fun of the Ascension options but I've always thought of it as the weakest mechanically. No guarantees of the boosts you get and also getting random debuffs. Plus the chance of dooming the galaxy (sure, you can say no...but who would?).

Becoming perfect immortal machines is probably the strongest one mechanically, though the traits of genetic ascension are pretty powerful too.

But I'll take interesting over mechanically balanced any day :) A perfectly balanced single player game will become perfectly boring very quickly. The goal is what's the most fun. Is one of the reasons I hate that modern RPGs scale enemies levels to yours: a top level character should be a damn near physical god compared to 99% of the world! Otherwise why bother leveling up at all?

As for federations, A-Specs video on it makes it sound like they're taking inspiration from CK2 for some of the mechanics.

Also that they may be waiting for HoI4s Spy update/dlc to land and see how well it works before implementing something similar for Stellaris. Lots of cross-pollination amongst the paradox teams to figure out what mechanically works that they can add the flavour and styling and tweaks to for the different settings.

From what I've heard the mechanics for Dig Sits in Stellaris are the same as for sieges in Imperator. Though I think they work better for something passive in the background, like research, instead of something deliberate and direct like military action. That should be more in the players control. But this isn't the "Wtf went wrong with Imperator" thread xD
« Last Edit: November 02, 2019, 12:17:32 pm by MorleyDev »
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scourge728

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8191 on: November 02, 2019, 07:13:44 pm »

either I'm doing something wrong, or instant_build does not really work well with armies, mostly because while trying that I got to -4 time periods left before it's done.... which I assume isn't right

Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8192 on: November 04, 2019, 01:57:22 pm »

It's the psionic trait that makes it the best to me. Leaders turn into incredible badasses, like all Admirals getting 10% damage and 15% evasion.
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ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8193 on: November 04, 2019, 03:05:38 pm »

From what I've heard the mechanics for Dig Sits in Stellaris are the same as for sieges in Imperator. Though I think they work better for something passive in the background, like research, instead of something deliberate and direct like military action. That should be more in the players control. But this isn't the "Wtf went wrong with Imperator" thread xD

they're generally the same as sieges in EU4 as well. too bad there's no "breach walls" button for dig sites...
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Damiac

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8194 on: November 04, 2019, 04:56:43 pm »

So, unrelated to the mobile game hilarity, it looks like they announced the next DLC, which is currently light on details but focused on federations at least.  With little more to go on, it's hard to tell if it includes much in the way of internal politics, and the consensus seems to be that there won't be any espionage or intelligence component added.  That's a little disappointing, and I'm not expecting much as a result.

The new lithoids species pack is at least interesting in that it adds new mechanics for lithoids, such as eating minerals instead of food.
Another goddamn DLC? How about they get the base game working first, jesus...

I will never, ever buy anything from paradox again. Fortunately, I can check back on stellaris every so often and play a completely different broken half baked 'game'.

I'm neonivek now...
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8196 on: November 04, 2019, 05:16:36 pm »

Coulda gone to my grave without hearing it again.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8197 on: November 04, 2019, 06:52:05 pm »

Another goddamn DLC? How about they get the base game working first, jesus...

I will never, ever buy anything from paradox again. Fortunately, I can check back on stellaris every so often and play a completely different broken half baked 'game'.

Yeah, I get the sentiment.  It's particularly bad because the dev team and community managers are always silent on the issue whenever it's brought up.

Stellaris is the only Paradox game I play, and because of the predatory DLC practices I don't have any interest in playing any others.  I've spent more on Stellaris than I wish I had, but I've also gotten a lot of enjoyment out of it despite the problems so I guess I can't complain too much.
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Blastbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8198 on: November 04, 2019, 08:51:51 pm »

>Psychic combat



We're gonna need a way for non-psionic empires to bullshit their way into winning that fight.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8199 on: November 04, 2019, 10:07:51 pm »

Neonivek is fine, and cheap aesthetic DLC is fine.  This isn't Utopia or something, there's no reason to buy it unless you want to play a rock, and its development didn't meaningfully detract from "fixing" the game.

I understand frustration with Stellaris's stability (early on), and its efficiency (particularly up untill quite recently).  But this DLC isn't some fresh betrayal, it's a meaningless note which comes alongside a lot of improvement.  Have you heard that Wiz got reassigned a few months ago?  He wasn't the satan many caricature him as, but things have generally improved.

Re: Psychic combat, the obvious answer would be robot soldiers.  Cybernetically enhanced soldiers might have an edge as well, but even "neutral" empires on the material/spiritual axis can reasonably field battle-bots if need be. 

Spiritualists who haven't grokked their psionic potential yet...  Maybe should be at a disadvantage, but bolstered by the presence of the temple-line of buildings in defensive combat.
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Zanzetkuken The Great

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8200 on: November 05, 2019, 12:56:34 am »

Honestly, I kinda regard Paradox's DLC prices as overstated in how bad they are.  Yeah, they do total up to a high price over time, but this stuff is several years of development.  Compare that to something like CoD with yearly releases at $60 with $60 season passes that just give a couple new maps, the sheer amount that spending on cosmetics via micro transactions or lootboxes can total up to, and pay to win stuff in some games, Paradox seriously is not as bad as is being said. Hell, even diving back a little over a decade runs you into MMOs with monthly subscriptions that would outpace the money per year to the DLC for multiple Paradox games without accounting for inflation.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8201 on: November 05, 2019, 01:02:34 am »

I don't really see the hate either. Sure, they do some boneheaded stuff sometimes. But there isn't really anything quite like the games they make. The years and years of support and DLC is what makes them great.
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Hanzoku

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8202 on: November 05, 2019, 02:24:36 am »

Psionic Ascension is the most fun of the Ascension options but I've always thought of it as the weakest mechanically. No guarantees of the boosts you get and also getting random debuffs. Plus the chance of dooming the galaxy (sure, you can say no...but who would?).

Becoming perfect immortal machines is probably the strongest one mechanically, though the traits of genetic ascension are pretty powerful too.

That's the thing: If I wanted to be a perfectly immortal machine, I'd just start the game as a perfectly immortal machine and save myself some ascension perks for other things. There's no benefit to going from squishy organic to machine empire versus starting as a machine empire.

So for me, that means there are two paths: Psionic Ascension, which comes with a bunch of nifty things, and genetic ascension, which involves a lot of fiddly bits of trying to perfectly optimize workers, researchers and leaders, and long, long waits as you slowly convert large portions of your population to templates.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8203 on: November 05, 2019, 02:38:05 am »

Machine empires are basically hive minds though, so it's not the same. Emotionless machines vs feeling individuals. Different gameplay too.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8204 on: November 05, 2019, 09:56:26 am »

There's no benefit to going from squishy organic to machine empire versus starting as a machine empire.


Ascended synth empires have happiness and factions, which can be good and bad but a well managed empire benefits from both of those. Machine Intelligence empires do not have either.
Synth pops have a pretty decent built-in bonus to resource production, just because they're synths. This comes from the synthetics tech, which gives a 10% boost to robot output, and then the synthetic ascension perk which adds another 10%.
Synth empires can have organic pops of other species if they want, which MI cannot.
Synth empires have trade, which MI do not. Trade can bring in a massive amount of energy almost for free.

Edit: Oh also, ascended synth empires get quite a lot of 'free' robot assembly jobs. I believe it's more than the robot assembly drone jobs that MI get from their capital buildings but I would need to check to be certain.
« Last Edit: November 05, 2019, 09:58:12 am by forsaken1111 »
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