Whiskiz
Posts: 97
Joined: 9/16/2014 Status: offline
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quote:
War is more of a "thing" in DW2, but not to the degree of something like in EUIV. We track a lot more about a lot of things under the hood and war is one of them. That is used to inform both the player and the AI of how a war is going and war weariness. Wars are still in effect 1:1, meaning that your ally may still decide to pursue a separate peace, but it's unlikely unless they either start losing badly (which you can help to prevent) or their war weariness gets very high (which can have lots of bad effects). One and only actual question - Is there a way to track not just how a war is going, but the impact of War Weariness on your empire? Either a general "level" or the exact effects? It'd be nice to know to help in the decision making for example in how far you want to push things, what you may or may not need to do elsewhere to cope with it currently etc. Instead of just say happening to have lower colony happiness than usual. I'm guessing so but i just wanted to double check, also because: It'd be great if you could also track your allies War Weariness too, to know where they're at at all times: if they need help, if they recently took a big hit, if they're about to peace out etc. Adding more depth to having friends and working and coordinating with them. -Pre-warp and starting in general sounds much more improved. Brief sublight, homesystem skipdrive, small radius warp around your system to more opened up radius, with it starting to expand the more refuelling places you have. Nicely done. -It's great that colonisation/expansion has been made more meaningful along with everything else. The economy, combat, racial identity, exploration, the "world" terrain. Some great design coming, i can't wait to see how all this theory plays out. quote:
What you describe in terms of possibly not seeing a ship within the same solar system is mainly an early game thing. Once your sensors get a bit better, you will pretty much see everything within a system as in DW1 and the visibility question becomes more about how far outside your system you can see and where there are gaps in your long-range sensor coverage, or how good it is at identifying what it sees. A lot of work went into making this less of a binary "you see it and know everything about it" vs. "you see and know nothing" to adding more levels of knowledge. You could know that something is there, or know that it's there and who it belongs to, or even its role, or even be able to see its exact design, etc. The interaction of other components such as stealth components, trace jammers, etc. play into this and the power of sensors to detect may vary from their power to unmask empire or role. Good long range sensors can also give you some information on even previously unexplored systems within their range. Larger ships and stations are also easier to detect than smaller ones. -I like the idea of multiple levels of information outside and around systems you're in, but i'm not sure how i feel about auto being able to see everything inside a system once sensors are a bit better. On one hand maybe it'd make exploration even more meaningful, on a per system basis if you couldn't automatically see the entire system as soon as you entered it, or if terrain like Asteroid fields, clouds, planets etc kind of disrupted sensor strength - On the other hand it might not be great flying around the corner of an asteroid field straight into an enemy empire/pirate/creature and have your ship destroyed Or more so not having info of a system in its entirety at all times which maybe causes games of unwanted hide and seek with random things at random times or something. Maybe you could build sensor towers in systems for full sensor strength where you'd like to have that vision, especially in systems with structures so they of course can't be ambushed. The more you expand your empire the more full vision you can afford. Otherwise who knows what's lurking in a system with you, right around that planet or inside that gas cloud... quote:
Not in this release, but allowing ships to gain experience like troops makes sense as something to do in the future. We nearly did that in DW1, but ended up going with Ship Captains instead (which did not make the cut for DW2). -I was actually going to leave a thread saying it'd be cool if Ship Captains were also a little more rare and meaningful, to then give them skills that work temporarily - like an ability to turn sharply, one to boost engines, one to increase firepower and/or shield regen, maybe one to enter complete stealth for a few seconds, one to drop some mines etc. Either with separate cooldowns and unlocked at different levels/ranks - or a global resource meter that depletes as each is used with the size of the meter increasing with level/rank: So it's dynamic what you use in which situation. Bring some awesome RPG to your biggest most favorite ships, in your biggest fights. But i guess no Ship Captains at all. (Or hopefully in a later expansion)
< Message edited by Whiskiz -- 2/6/2021 11:51:45 AM >
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