Ease of homeworld assault doesn't matter

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

Moderators: Icemania, elliotg

Post Reply
gargoil
Posts: 389
Joined: Sun Jan 06, 2008 4:23 pm

Ease of homeworld assault doesn't matter

Post by gargoil »

I just realized that the problem isn't how ease it is to take any given planet. The problem is there is only one planet in any given empire that matters. The Homeworld. Take or just destory it, and the rest of the empire will die on the vine.

Unless the Devs make it so other worlds become significant to the well being of each empire, we will always be able to mount a big enough assault to take one world, and take just that one world is enough to win every war.
caerr
Posts: 113
Joined: Fri Jun 18, 2010 6:40 pm

RE: Ease of homeworld assault doesn't matter

Post by caerr »

Many others have realized this too, homeworlds are simply too valuable in their current form.

Increased migration rates has come up during these discussions, in effect the homeworld would offload its population to colonies, making many smaller targets instead of a single big one. This would probably be reasonably easy to implement using the current game mechanics.

I also believe forbidding ownership of enemy capitals could be worthwhile, but it sounds sort of gamey. Instead you could subjugate them into a vassal status. Does it sound like I play paradox games? [:D]

User avatar
Larsenex
Posts: 477
Joined: Fri Dec 31, 2010 1:14 pm

RE: Ease of homeworld assault doesn't matter

Post by Larsenex »

Why is killing the Homeworld of an empire so significant?

Also I have noticed that taking a homeworld with the beta patch is not as easy as it sounds. Even with 15 troop carriers and 15 cruisers (each with 2 troop compartments) it still takes a while to take teh planet. I have to order the fleet to MOVE to the planet. Then after they are literaly sitting on top of the planet do I have to order them to attack.

Is there a reason why the ships just kinda stand off of the planet you want to invade? There are NO enemy ships or bases in space.
Go for the Eyes Boo!

Intel 8700K Oc'd to 4.8ghz
32 gigs ram
GTX 1070 w/ 6gigs ram.
Using a cache drive from intel with a 60gig flash & 1 terrabyt hd accelerated.
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Ease of homeworld assault doesn't matter

Post by ASHBERY76 »

Because of the massive tax loss and new colonies take to long to make money because of low population.The migration was increased in the patch but still needs a bigger buff.There should be a exodus from homeworld to new colonies early game.Homeworld should still be important but not game breaking to lose for the A.I, which is it now.

User avatar
Webbco
Posts: 694
Joined: Sat Feb 06, 2010 10:15 am

RE: Ease of homeworld assault doesn't matter

Post by Webbco »

Agreed, additionally, homeworld population often reaches it's max quickly in any game.
User avatar
Kayoz
Posts: 1516
Joined: Sun Dec 19, 2010 10:55 pm
Location: Timbuktu
Contact:

RE: Ease of homeworld assault doesn't matter

Post by Kayoz »

If the economic value of the HW is the problem - then wouldn't adding "population transport" ships - giving the player the ability to manually adjust their population to some extent - be a rather simple fix?
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: Ease of homeworld assault doesn't matter

Post by Shark7 »

ORIGINAL: Gargoil

I just realized that the problem isn't how ease it is to take any given planet. The problem is there is only one planet in any given empire that matters. The Homeworld. Take or just destory it, and the rest of the empire will die on the vine.

Unless the Devs make it so other worlds become significant to the well being of each empire, we will always be able to mount a big enough assault to take one world, and take just that one world is enough to win every war.

Yep, though making that one worth taking so easy to take only compounds the problem.

From now on with games I start, I'm going to use the editor to give each AI empire at least 3 'home planet' size colonies so that they can't be knocked out with 1 assault...plus it will give the AI empires some economic help as well.
Distant Worlds Fan

'When in doubt...attack!'
User avatar
Simulation01
Posts: 540
Joined: Wed May 12, 2010 8:10 pm

RE: Ease of homeworld assault doesn't matter

Post by Simulation01 »

Why not increase the growth rate across the board, and add facilities/research that can increase the growth rate dramatically.  Things like Hospitals, Fertilization centers, cloning centers, Health and Human Services dept., terraforming, life extending/enhancing drugs...etc..etc...

The answer does not lie in depleting the Homeworld of it's citizens, rather it lies or should lie in developing your new colony's IMHO.  Also, researching the income and maintenance saving tech's would help...maybe increasing the number of these.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
Sabin Stargem
Posts: 140
Joined: Wed Dec 29, 2010 1:05 am

RE: Ease of homeworld assault doesn't matter

Post by Sabin Stargem »

I would like the ability to improve my other planets and for my private sector to move far more people, especially if the AI can take advantage of such things.
Post Reply

Return to “Distant Worlds 1 Series”