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!
Post
Thu Nov 02, 2017 10:24 am
#242
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
Re: Stellaris
wheres a military station fundamentally different from a factory station?Triggerhappy wrote: ↑Thu Nov 02, 2017 10:22 amI 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...
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
Post
Thu Nov 02, 2017 10:29 am
#243
Hard for me to imagine a military/industrial station mix that does both well.
Re: Stellaris
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.Cornflakes_91 wrote: ↑Thu Nov 02, 2017 10:24 amwheres a military station fundamentally different from a factory station?Triggerhappy wrote: ↑Thu Nov 02, 2017 10:22 amI 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...
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
Hard for me to imagine a military/industrial station mix that does both well.
Post
Thu Nov 02, 2017 10:31 am
#244
also: the planetary stations were never dedicated defense structures, there always were the specialised ones you can build anywhere in a system
Re: Stellaris
then dont put civilian modules into your defense oriented station?Triggerhappy wrote: ↑Thu Nov 02, 2017 10:29 amI 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.
also: the planetary stations were never dedicated defense structures, there always were the specialised ones you can build anywhere in a system
Post
Thu Nov 02, 2017 10:33 am
#245
Re: Stellaris
Shipyard on a space fortress = potentially civilian installation? Certainly would make sense.Cornflakes_91 wrote: ↑Thu Nov 02, 2017 10:31 amthen dont put civilian modules into your defense oriented station?
Post
Thu Nov 02, 2017 10:35 am
#246
its a specialised fortress when you put only combat relevant modules into it
Re: Stellaris
where does it say that its a specialised fortress?Triggerhappy wrote: ↑Thu Nov 02, 2017 10:33 amShipyard on a space fortress = potentially civilian installation? Certainly would make sense.
its a specialised fortress when you put only combat relevant modules into it
Post
Thu Nov 02, 2017 10:38 am
#247
Re: Stellaris
Edit: WAITCornflakes_91 wrote: ↑Thu Nov 02, 2017 10:35 am
where does it say that its a specialised fortress?
its a specialised fortress when you put only combat relevant modules into it
Last edited by Triggerhappy on Thu Nov 02, 2017 10:41 am, edited 1 time in total.
Post
Thu Nov 02, 2017 10:39 am
#248
Re: Stellaris
guess what the presence or absence of shipyard modules does ?Triggerhappy wrote: ↑Thu Nov 02, 2017 10:38 amBut that gives me a thought - making it more combat orientated with modules should also decrease ship production capability, potentially down to nothing!
Post
Thu Nov 02, 2017 10:46 am
#249
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.
Re: Stellaris
Just carefully re-read that outpost Dev diary -Cornflakes_91 wrote: ↑Thu Nov 02, 2017 10:39 amguess what the presence or absence of shipyard modules does ?Triggerhappy wrote: ↑Thu Nov 02, 2017 10:38 amBut that gives me a thought - making it more combat orientated with modules should also decrease ship production capability, potentially down to nothing!
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.
Post
Thu Nov 02, 2017 10:48 am
#250
and from what it appeared like is that those are the major source of firepower for the sation in later stages
Re: Stellaris
you can still put a large amount of armed platforms around your starbase.Triggerhappy wrote: ↑Thu Nov 02, 2017 10:46 amJust 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.
and from what it appeared like is that those are the major source of firepower for the sation in later stages
Post
Thu Nov 02, 2017 10:59 am
#251
Re: Stellaris
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!
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!
Post
Thu Nov 02, 2017 1:12 pm
#252
Re: Stellaris
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.
Post
Thu Nov 02, 2017 1:24 pm
#253
Re: Stellaris
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.masseffect7 wrote: ↑Thu Nov 02, 2017 1:12 pmI'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.
Post
Thu Nov 02, 2017 1:48 pm
#254
Re: Stellaris
@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.
Post
Thu Nov 02, 2017 1:49 pm
#255
Re: Stellaris
I prefer hyperlane only games personally. They make for more interesting tactical situations.
But as it stands, wormhole is clearly the best FTL.
These changes should be good for the game.
But as it stands, wormhole is clearly the best FTL.
These changes should be good for the game.
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
console.log(`What's all ${this} ${Date.now()}`);