Some rambling ideas about a future expansion
Posted: Mon Nov 03, 2014 8:33 am
I like this game lots as a "sci fi wargame simulator". The unit art and sci-fi war concepts are very tasty. Some suggestions for future expansion:
To enhance the "wargame aspect":
1. For the love of <favorite beneficent entity>, we need the AI to stop spamming a single unit type...especially, an only-infantry army. The AI requires a mixed stack to survive against the human player, who can eat single-type unit stacks or spam for breakfast. Those AI infantry with missile launchers are nice cheap city defenders against armor/planes but are pretty useless against infantry with anti-biological weapons and don't have the hit points to stand up to WMDs...especially if they move away from cities.
So Mr. AI, for example your key cities: two of these anti-armor infantry are a nice addition to a city stack. Then go ahead and add one anti-air armor or maybe a plane, and one mech, and you'll be set.
2. AI needs to stop emptying cities entirely during war. Many times I see one, or zero, garrisoned units. Made the player pay cash for each AI city. This is especially a bad idea for the AI to do this once the player gets orbital drop capability.
3. Option to modify WMDs (orbital bombards, nukes, etc.)
a. game option: turn off WMDs (there are some days in which these WMDs are really tiresome)
b. game option: disallow computer from being able to fire wmd strike against units not either scanned, or in direct sight on that turn. It drives me insane when the computer destroys a group of my units that are nowhere near any of that faction's units.
3. stealth: submarines (melee and ranged versions?), undetectable unless adjacent. I know this is a bigger ask if indeed the computer AI relies of 100% radar sight of the entire map. Infantry special ops (can cross/attack from the water, can active "stealth mode for 2 turns in which they cannot be seen except by infantry units")
4. Siege laser (SL): another form of WMD, launched by a heavy armored unit, with cooldown time. Range of N tiles: once fired, does persistent damage every turn for N number of turn. Some balancing required to determine range, cooldown time, dwell time. The SL laser platform would obviously need to be pretty beefy to absorb the inevitable WMD strikes coming its way...
Bonus: the SL launcher can move while firing (allows for use in Messari era if hit by ion storm).
5. A "WMD shield" unit (perhaps, limit each civ to a limited number of these.
To enhance a "civ builder" sort of game mode. At some point I Would like to have more to do than survive the messari and conquer other factions:
1. game option: disable and/or delay Messari
2. sea terraforming: at the moment those sea squares can only be used for food? Would like to see: raise/lower terrain, make bridge (easy to destroy and kills the land unit that might be on that square), tidal energy producer, undersea "suburb" etc.
Wish list: undersea faction
a. undersea resources and buildings: should be a reason to build "oil wells", "kelp farms", "tidal generators", sonic pounder (wards off xeno sea units)
3. day/night/seasons/weather: the new planet is just a static map that never changes? nah, let's include a "weather year" concept in which a given # of turns are subject to increased incidence of weather events:
"year of the monsoon" (so I might want to have my formers build rain collectors),
"year of the drought" (time for solar collectors and deep water taps),
"year of the clouds" (many terrain squares out of sight as clouds move across...requires unit in that square for player sight,
"year of floods" (damage and increased tidal energy collection for coastal cities)
4. more terraforming: build rivers, sensor arrays, water buoy (water based sensor array)
5. random events to give "life" to the map/game: Ionic storms that disable radar coverage and increase energy (income) slightly on affected squares, formers discovering new resources (or stirring up an alien unit)
6. undersea hives: one type or each sea units, will spawn the Xeno sea unit of that type.
7. exploration goals: some reward for sending a sea unit (or land unit?) all the way around the globe, or revealing the entire map, or cataloging every type of xeno (ensure to type 1 or 2 unique xenos out there to make this hard)
To enhance the "wargame aspect":
1. For the love of <favorite beneficent entity>, we need the AI to stop spamming a single unit type...especially, an only-infantry army. The AI requires a mixed stack to survive against the human player, who can eat single-type unit stacks or spam for breakfast. Those AI infantry with missile launchers are nice cheap city defenders against armor/planes but are pretty useless against infantry with anti-biological weapons and don't have the hit points to stand up to WMDs...especially if they move away from cities.
So Mr. AI, for example your key cities: two of these anti-armor infantry are a nice addition to a city stack. Then go ahead and add one anti-air armor or maybe a plane, and one mech, and you'll be set.
2. AI needs to stop emptying cities entirely during war. Many times I see one, or zero, garrisoned units. Made the player pay cash for each AI city. This is especially a bad idea for the AI to do this once the player gets orbital drop capability.
3. Option to modify WMDs (orbital bombards, nukes, etc.)
a. game option: turn off WMDs (there are some days in which these WMDs are really tiresome)
b. game option: disallow computer from being able to fire wmd strike against units not either scanned, or in direct sight on that turn. It drives me insane when the computer destroys a group of my units that are nowhere near any of that faction's units.
3. stealth: submarines (melee and ranged versions?), undetectable unless adjacent. I know this is a bigger ask if indeed the computer AI relies of 100% radar sight of the entire map. Infantry special ops (can cross/attack from the water, can active "stealth mode for 2 turns in which they cannot be seen except by infantry units")
4. Siege laser (SL): another form of WMD, launched by a heavy armored unit, with cooldown time. Range of N tiles: once fired, does persistent damage every turn for N number of turn. Some balancing required to determine range, cooldown time, dwell time. The SL laser platform would obviously need to be pretty beefy to absorb the inevitable WMD strikes coming its way...
Bonus: the SL launcher can move while firing (allows for use in Messari era if hit by ion storm).
5. A "WMD shield" unit (perhaps, limit each civ to a limited number of these.
To enhance a "civ builder" sort of game mode. At some point I Would like to have more to do than survive the messari and conquer other factions:
1. game option: disable and/or delay Messari
2. sea terraforming: at the moment those sea squares can only be used for food? Would like to see: raise/lower terrain, make bridge (easy to destroy and kills the land unit that might be on that square), tidal energy producer, undersea "suburb" etc.
Wish list: undersea faction
a. undersea resources and buildings: should be a reason to build "oil wells", "kelp farms", "tidal generators", sonic pounder (wards off xeno sea units)
3. day/night/seasons/weather: the new planet is just a static map that never changes? nah, let's include a "weather year" concept in which a given # of turns are subject to increased incidence of weather events:
"year of the monsoon" (so I might want to have my formers build rain collectors),
"year of the drought" (time for solar collectors and deep water taps),
"year of the clouds" (many terrain squares out of sight as clouds move across...requires unit in that square for player sight,
"year of floods" (damage and increased tidal energy collection for coastal cities)
4. more terraforming: build rivers, sensor arrays, water buoy (water based sensor array)
5. random events to give "life" to the map/game: Ionic storms that disable radar coverage and increase energy (income) slightly on affected squares, formers discovering new resources (or stirring up an alien unit)
6. undersea hives: one type or each sea units, will spawn the Xeno sea unit of that type.
7. exploration goals: some reward for sending a sea unit (or land unit?) all the way around the globe, or revealing the entire map, or cataloging every type of xeno (ensure to type 1 or 2 unique xenos out there to make this hard)