Posted October 28, 2018
Who came up with dictat that huge "Cargo" hulls, around 1.5 million tons in mass, should have ONE, ONE single HP? Yet a single seat fighter of 5 tons has 5 HP?
Ok, I know the "cargo" class could end up being a bit of "cheat" heavy warship usable in early game stages if it has high HPs - but I'm sure there is a better way around this problem than giving it ONE hp!
Where are these "space monsters" that many anomalies proclaim to sometimes unleash? I've not seen one yet. But I have seen them mentioned within some of the game files, so I know they're there somewhere!
Also as for anomalies, what is the point in having them in sizes such as "meteorite", "asteroid" and "planetoid"? When they all give the same tiny little +1% buffs, or a few BCs out? Same goes for "Starship Graveyards" vs the what should be much bigger "Civilization Graveyards".
The "larger" the anomaly, surely then the reward should also be larger - but also the risk? In GC2 there is nothing of this, they are all the same, no matter the size.
Why does researching, for example, Laser II only give a one point's worth of space saving over Laser I? Seem's rather "not worth the effort", and the way equipment sizes vs ship space sizes go, it restricts the versatility, even the whole point, of the ship designer - for anything short of "large" hulls at least.
The idea that armour won't stop beam weapons seems illogical as well. Ok, I can swallow the idea that ECMs won't stop beam weapons or shields will let solid projectiles through, but armour should mitigate against all three weapon categories IMO!
Why do the Arceans have the same "ship styles" as the Terran Alliance? Lazy designers perhaps?
Why the poor espionage system? Well, I think it is poor. And once you do get to the "advanced" level with a race, where are the promised "we'll get you some techs from them from time to time"? It's not happened once yet.
Why the idea that even the most powerful ship cannot attack colonies? With only troop/spore ships being able to do so? GC is the only game of this kind with that strange rule that I know of!
Ok, I know the "cargo" class could end up being a bit of "cheat" heavy warship usable in early game stages if it has high HPs - but I'm sure there is a better way around this problem than giving it ONE hp!
Where are these "space monsters" that many anomalies proclaim to sometimes unleash? I've not seen one yet. But I have seen them mentioned within some of the game files, so I know they're there somewhere!
Also as for anomalies, what is the point in having them in sizes such as "meteorite", "asteroid" and "planetoid"? When they all give the same tiny little +1% buffs, or a few BCs out? Same goes for "Starship Graveyards" vs the what should be much bigger "Civilization Graveyards".
The "larger" the anomaly, surely then the reward should also be larger - but also the risk? In GC2 there is nothing of this, they are all the same, no matter the size.
Why does researching, for example, Laser II only give a one point's worth of space saving over Laser I? Seem's rather "not worth the effort", and the way equipment sizes vs ship space sizes go, it restricts the versatility, even the whole point, of the ship designer - for anything short of "large" hulls at least.
The idea that armour won't stop beam weapons seems illogical as well. Ok, I can swallow the idea that ECMs won't stop beam weapons or shields will let solid projectiles through, but armour should mitigate against all three weapon categories IMO!
Why do the Arceans have the same "ship styles" as the Terran Alliance? Lazy designers perhaps?
Why the poor espionage system? Well, I think it is poor. And once you do get to the "advanced" level with a race, where are the promised "we'll get you some techs from them from time to time"? It's not happened once yet.
Why the idea that even the most powerful ship cannot attack colonies? With only troop/spore ships being able to do so? GC is the only game of this kind with that strange rule that I know of!
Post edited October 28, 2018 by JMayer70