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Re: Stellaris

#241
I am really all-in for these updates they are planning. I still find it weird that fortifications produce ships, and that there are no dedicated shipyards even in the new system, but there is rather good reasoning for the changes they are making...

Sounds like the map will be getting interesting too.

Now all we need is better combat!
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Re: Stellaris

#242
Triggerhappy wrote:
Thu Nov 02, 2017 10:22 am
I am really all-in for these updates they are planning. I still find it weird that fortifications produce ships, and that there are no dedicated shipyards even in the new system, but there is rather good reasoning for the changes they are making...
wheres a military station fundamentally different from a factory station?
besides the fact that one has funs and the other not?

"no dedicated shipyards" -> stations with 6x build slips for a lot of parallel building
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Re: Stellaris

#243
Cornflakes_91 wrote:
Thu Nov 02, 2017 10:24 am
Triggerhappy wrote:
Thu Nov 02, 2017 10:22 am
I am really all-in for these updates they are planning. I still find it weird that fortifications produce ships, and that there are no dedicated shipyards even in the new system, but there is rather good reasoning for the changes they are making...
wheres a military station fundamentally different from a factory station?
besides the fact that one has funs and the other not?

"no dedicated shipyards" -> stations with 6x build slips for a lot of parallel building
I guess I always imagined that shipyards and military stations would be two separate, specialized constructs, one built to waste no space for nothing but weapons and defense, the other in the flank, cheaper to build without defense on it, and more safe than the large military fortress defending it. Something like that.

Hard for me to imagine a military/industrial station mix that does both well.
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Re: Stellaris

#244
Triggerhappy wrote:
Thu Nov 02, 2017 10:29 am
I guess I always imagined that shipyards and military stations would be two separate, specialized constructs, one built to waste no space for nothing but weapons and defense, the other in the flank, cheaper to build without defense on it, and more safe than the large military fortress defending it. Something like that.
then dont put civilian modules into your defense oriented station? :P


also: the planetary stations were never dedicated defense structures, there always were the specialised ones you can build anywhere in a system
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Re: Stellaris

#249
Cornflakes_91 wrote:
Thu Nov 02, 2017 10:39 am
Triggerhappy wrote:
Thu Nov 02, 2017 10:38 am
But that gives me a thought - making it more combat orientated with modules should also decrease ship production capability, potentially down to nothing!
guess what the presence or absence of shipyard modules does ? :P
Just carefully re-read that outpost Dev diary -
THAT MAKES SENSE okay I did not get it the first time that shipyards are not a default part of these. This is much better.

Certainly better. But the problem remains that a system cant be a fortress and a shipyard system at once. You'll have to decide if you want your home system to be military or ship building. Or starbase that does neither well.

Which might be better fixed with having shipyard modules be separate stations.
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Re: Stellaris

#250
Triggerhappy wrote:
Thu Nov 02, 2017 10:46 am
Just carefully re-read that outpost Dev diary -
THAT MAKES SENSE okay I did not get it the first time that shipyards are not a default part of these. This is much better.

Certainly better. But the problem remains that a system cant be a fortress and a shipyard system at once. You'll have to decide if you want your home system to be military or ship building. Or starbase that does neither well.

Which might be better fixed with having shipyard modules be separate stations.
you can still put a large amount of armed platforms around your starbase.
and from what it appeared like is that those are the major source of firepower for the sation in later stages
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Re: Stellaris

#251
Which will leave you with a rather-well-defended shipyard, but probably a lackluster defence anyway in a well matched war, what with the core of the firepower missing/building ships instead.

Perhaps this should be looked at in a different manner - let starbases pick between full on military or shipbuilding, but fix current military structures so they can apply the damage needed to actually be useful!
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Re: Stellaris

#252
I'm extremely disappointed in the direction of this game. I'm planning on not updating. I've disliked every hyperlane-based space game I've ever bought, and I'm not happy that they are turning Stellaris into one well after I bought it. To me, it's too big of a change to be making after release. While not legally fraudulent, it many ways it is morally fraudulent.
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Re: Stellaris

#253
masseffect7 wrote:
Thu Nov 02, 2017 1:12 pm
I'm extremely disappointed in the direction of this game. I'm planning on not updating. I've disliked every hyperlane-based space game I've ever bought, and I'm not happy that they are turning Stellaris into one well after I bought it. To me, it's too big of a change to be making after release. While not legally fraudulent, it many ways it is morally fraudulent.
It is a change yes, but I would not be so quick to judge. This can turn out really, REALLY badly for stellaris. It can also solve a mass of problems and significantly improve gameplay into something that it should have been from the start. We will not know till we play.
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Re: Stellaris

#254
@Triggerhappy Yeah, the response has been pretty passionate from people who don't like hyperlanes. Personally, I have disliked every hyperlane-based space 4x game I have ever purchased, and I would not have bought Stellaris if it was all hyperlane from the start. I feel like they really screwed over a lot of people in this decision. That's fine, they can do that, but I won't purchase their product anymore and I won't recommend that other people do either.

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