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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1442181 times)

Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9255 on: March 20, 2022, 07:43:47 pm »

Reworking a never used mechanic into probably an even easier to avoid system isn't really the type of internal society simulation with interesting choices and differentiation between different societies that I feel like people want (at least, that I'd say I want). Situations certainly could be used for interesting internal stuff, but I'm guessing that they are going to join the pile of "no interesting choices, click button to get stuff" that is (most) events/anomalies/projects/archeology.
« Last Edit: March 20, 2022, 07:46:18 pm by Criptfeind »
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9256 on: March 20, 2022, 11:24:46 pm »

That's what I'm concerned about.  My expectation is that it'll end up being the espionage system for anomalies like the Manifesti and other multiple stage events, but with only minimal input from the player.  I'm not sure what it might end up meaning for internal politics, but maybe we'll get lucky and it might get some use for that.  Admittedly, I'm not sure what internal politics for Stellaris could look like without a significant rework of things like planetary, system and sector governments.
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axiomsofdominion

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9257 on: March 21, 2022, 04:38:23 pm »

I think the release of the Information Gathering/Espionage system was an iconic Paradox moment/paradigm. Any new systems they add will probably look like that. Paradox just loves unintegrated, rigid, shallow mechanics with timers/progress bars.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9258 on: March 24, 2022, 10:52:06 am »

The details from today's dev diary look pretty cool: Link

I like that they're expanding the holdings concept from the way branch offices worked with megacorporations, and I find myself oddly enticed by the foreign aid holding, since I've run a few games where I was the only advanced species in a galaxy of primitives that I enlightened.

I still usually play isolationists so this isn't giving me a ton of new stuff for most of my games, but it does look like it should be a step in the right direction for many players.  I'm curious to see what they do about making integration harder, if anything, since as one commenter pointed out if you can still easily force subjects to be integrated then it remains the dominant meta to get around the stupid pop growth system.



I was also pleasantly surprised to learn that in my current game I actually got the Prethoryn Scourge instead of the Unbidden somehow.  They still spawned early, which makes me guess that researching jump drives must just enable the crisis early and give some bonus to the Unbidden showing up, but since I was expecting the Unbidden at 01/01/2400 I was mostly ready.

50 years later and they've eaten one of the awakened empires that started the War in Heaven, so I guess I can thank them for ending that disaster of an event that usually means I just get to 2500 and call the game done instead of getting a victory screen since I have zero interest in personally conquering 100 planets to make the war end.

I continue to be frustrated at how useless titans are too.  Strangely, I managed to actually get 6 titans up to veteran status through decisive battles with the scourge, but after playing a session last night it seemed like I lost a titan in every engagement despite overpowering the scourge fleets almost 2:1.  At 5x, the crisis ships just do so much damage that if they start shooting at a titan it just evaporates.  And titans like to charge to the front of the engagement despite having perdition beams...
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Mini

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9259 on: March 24, 2022, 07:36:59 pm »

If you put a carrier computer on your titans I've found they will hang very far back, and also has the effect (I consider it a benefit, but it definitely hinders sneaking around) that your fleets will engage at a much longer range.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9260 on: March 24, 2022, 07:45:45 pm »

The details from today's dev diary look pretty cool: Link

Ah, man, I saw this but forgot to toss my unasked for opinions into the void, so here we go.

I think a lot of this is cool stuff, especially holdings getting expanded. Customizable subsidies and tributes is a bit worry though since although it could, in theory, be a cool feature, in reality stellaris is a fairly snowbally game where relatively small things will, over time, come out to massive differences. As cool as it'd be to spend resources to uplift an ai underling, it's just going to make our sum total much weaker later on then if I just looted them for all they are worth and put those resources into building up my own empire to make enough power to work for the both of us. It's sorta a shame because I can see how cool it COULD be, if the game was less based on constant growth and snowballing, but it's going to be really held back by those issues. Also a lack of differentiation between empires, if there were significant differences in the capabilities of empires this would be a cool way to exploit or work together with others. Imagine a research heavy feudal empire where the empire on top gave research a vassal specialized in food production in exchange for food, and to a mining vassal for minerals, and such. But that's not really how stellaris works.
« Last Edit: March 24, 2022, 07:49:58 pm by Criptfeind »
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9261 on: March 25, 2022, 07:30:46 am »

If you put a carrier computer on your titans I've found they will hang very far back, and also has the effect (I consider it a benefit, but it definitely hinders sneaking around) that your fleets will engage at a much longer range.

I've been meaning to try this but keep forgetting to, since it felt like the computers made little practical difference and everything ends up in a knife fight with artillery anyway.  Do you put carrier computers on the other ships in the fleet with the titan, or leave them with other computers?  Do they actually fly ahead and screen the titan if you do that?
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Mini

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9262 on: March 25, 2022, 06:14:06 pm »

I put other computers on the fighting ships in the fleet, it seems the combination of the difference in computers and weapon ranges means the rest of your ships will move ahead to get into their own range while the titan hangs back with its beam and aura.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9263 on: March 25, 2022, 06:30:30 pm »

When I bother with dedicated picket ships I like to form them as uh... line?  I use a lot of corvettes even late-game which might let my AA destroyers maintain distance and take out missiles/fighters for my artillery battleships.  To be honest though I don't know if it's a good strategy or just overwhelms by size.  I have trouble interpreting the post-class statistics.
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Culise

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #9264 on: March 25, 2022, 10:41:39 pm »

If you put a carrier computer on your titans I've found they will hang very far back, and also has the effect (I consider it a benefit, but it definitely hinders sneaking around) that your fleets will engage at a much longer range.

I've been meaning to try this but keep forgetting to, since it felt like the computers made little practical difference and everything ends up in a knife fight with artillery anyway.  Do you put carrier computers on the other ships in the fleet with the titan, or leave them with other computers?  Do they actually fly ahead and screen the titan if you do that?
The issue with computers in vanilla, assuming they're still unchanged, is that they only define maximum distances.  Ships won't fall back to keep the range open if the enemy is set to close to shorter distances than they are set to engage at.  However, for screens, they should continue moving in to engage at their own preferred range while the titan remains back if their configured range is shorter than the titan; this just won't matter as much outside the opening volleys once the enemy ships mix in.  I'm also not sure offhand how weapons targeting is determined beyond the basic "shield-bonus weapons target ships with active shields first, armor-bonus weapons target ships with exposed armor first, etc.," so I'm not sure how long they'll keep providing ablative armor to the titan either.
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