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Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 6:40 am
by Wade1000
Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

-A continually improving AI that is able to competently use all new features and technologies.

-High technology to include population bases beyond planetary such as orbitals/halos, ringworlds, and sphereworlds;the ability to both create and destroy the planets, population bases, and stars.
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-Another way to address any potential bureaucracy issues might be to adjust the benefits of current bonus structures and/or add more bonuses or structures throughout the technology tree.

Having a different bureaucracy game setting that scales for larger galaxies is NOT appealing to me.
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-Maybe there should be more technology and upgrade bonuses throughout the technology tree to solve any potential problems. For example, over population could be solved with arcologies and further upgrades to happiness structures.
I think that every empire problem should be able to be resolved, to a fair extent, eventually, through the use of technology.

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 7:37 am
by nukkxx5058
- internet multi player and PBEM
- customizable ship (MOO-like)
- advanced enocomics with lots of macroeconomic indicators

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 8:00 am
by Zakhal
I have nothing against new techs to solve problems but I dont like the idea of needing to build 2-3 new buildings for all the the planets in the galaxy. It adds lots of new micromanagement and too much of that might ruin the flow of the game.

I would like a more elegant solutions like central management for star groups. Build a central management building for one star and it decreases burocray in all nearby stars.

Overpopulation needs som more imagination (ability for transports to unload into space?) but I dont want to build houses for all planets in the galaxy. Thats just too much. Have to think more once I get home.

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 8:27 am
by siRkid
1. Characters that have different stats that can be assigned to govern a planet.
2. A re-roll option so if you don't like the map you can get another random map witout having to enter in all the set-up info again.

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 8:42 am
by nukkxx5058
- internal politics

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 9:16 am
by kafka
I think that every empire problem should be able to be resolved, to a fair extent, eventually, through the use of technology.

I think thats the right approach. Yes, setting limits to expansion is the right concept, but give the player the means to move up those limits, i.e. by researching the corresponding technology

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 11:39 am
by ShotmanMaslo
I have already posted this somewhere, but stick it here too so its not forgotten[:)]:

1. naming ships/stations/planets - more RPG elements, experience levels...
2. asteroid fields, nebulaes and "space weather" that have some interesting tactical effects, not just movement
3. minor races like in GalCiv 2, new minor races appearing midgame too
4. space minefields, minelayers, minesweepers (..no, not uugh..[:D])
6. giant space stations
7. make economy and empire bureucracy power control easier, I wanna rule and conquer, not fear of bankrupts, revolutions or internal political problems always..[:@] I would like less (or no more) complexity in economy and internal empire management and more complexity in combat and tactical possibilities, and diplomacy..[:)] In reality I would outsource things like planetary budget balancing and population control to my governors[:)]

For features inspiration, just look at other games - Space Empires 5, it has lots of them, just implement them correctly AI-wise.. [:D]

..and more moddability never hurts..[:)] - advanced game editors I mean..

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 11:46 am
by ShotmanMaslo
Hotseat tactical combat - one player issues orders, pauses the game, switches to another player, unpause (doesnt have to..) he issues orders, repeat if needed.. just switching hotseat players if needed, when game is paused [:)] might be more fun than just computed results..

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 12:11 pm
by ShotmanMaslo
and of course, space monsters/wildlife[:D] (can be guided by feromones to attack enemy..) sorry for spamming[:)]

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 2:42 pm
by Flaviusx
The game definitely needs more technological options to deal with demographic, economic, and bureaucratic issues. I particularly question the realism of overpopulation in this context: a sufficiently techonologically advanced race should be able to manage their pop, the game takes a rather relentlessly Malthusian approach to this issue. Yet, in real life, there is such a thing as demographic transition. Most rich countries are below replacement rate (and some of them are indeed looking at a population crunch in the future).
 
A wealthy, advanced society doesn't just keep multiplying ad infinitum until they reach soylent green numbers and then riot back to the stone age.
 
There's something odd about a game that encourages the creation of so called Gulag planets as a means to manage population issues.  
 
 
 
 
 
 
 
 
 
 

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 3:07 pm
by Tom_Holsinger
I request a new feature of a space combat resolution option to "Watch" your AI control your fleet against the enemy, in addition to the abstract Auto, but with the player able to give the "End Battle" command to speed things up when a battle is obviously won by one side or the other.  This would be very helpful in learning the tactical space combat system.

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 3:29 pm
by Iceman
You have that option in battle already. There's an AI toggle button, and a End Battle button.

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 4:25 pm
by Tom_Holsinger
Thanks. I knew about End Battle, but not AI control.
ORIGINAL: Iceman

You have that option in battle already. There's an AI toggle button, and a End Battle button.

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 6:26 pm
by ShotmanMaslo
ORIGINAL: Flaviusx

The game definitely needs more technological options to deal with demographic, economic, and bureaucratic issues. I particularly question the realism of overpopulation in this context: a sufficiently techonologically advanced race should be able to manage their pop, the game takes a rather relentlessly Malthusian approach to this issue. Yet, in real life, there is such a thing as demographic transition. Most rich countries are below replacement rate (and some of them are indeed looking at a population crunch in the future).

A wealthy, advanced society doesn't just keep multiplying ad infinitum until they reach soylent green numbers and then riot back to the stone age.

There's something odd about a game that encourages the creation of so called Gulag planets as a means to manage population issues.

Quoted for truth.[:)]

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 6:32 pm
by Aurelian
Group planets into regions and appoint a viceroy. Possibly they could try and sieze the throne. (played alot of Annals of Rome where army commanders could do just that.)

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 7:02 pm
by Zakhal
ORIGINAL: Aurelian

Group planets into regions and appoint a viceroy. Possibly they could try and sieze the throne. (played alot of Annals of Rome where army commanders could do just that.)
Excellent idea. The viceroy could be one of those rpg characters that could also command ships and other things and gain exp. [:D]
ORIGINAL: Flaviusx

The game definitely needs more technological options to deal with demographic, economic, and bureaucratic issues. I particularly question the realism of overpopulation in this context: a sufficiently techonologically advanced race should be able to manage their pop, the game takes a rather relentlessly Malthusian approach to this issue. Yet, in real life, there is such a thing as demographic transition. Most rich countries are below replacement rate (and some of them are indeed looking at a population crunch in the future).

A wealthy, advanced society doesn't just keep multiplying ad infinitum until they reach soylent green numbers and then riot back to the stone age.

There's something odd about a game that encourages the creation of so called Gulag planets as a means to manage population issues.

This is what I think about overpopulation too.

And I think they should add more uses for the colonists. Somthing like "colonist sinks" i.e recruting ground troops could reduce population. Or if you loose militia in battle that would reduce population too. Population would be more of a useful resource of its own than just a walking timebomb as its now.



RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 7:12 pm
by PDiFolco
One of my biggest gripe with GC2 was that to satisfy your people, you were better off genociding them by loading transports with millions ppl and dropping them in space than trying to give them a better environment [8|]  - I imagine ppl rejoicing because their family and friends had been exterminated !
It's a totally false concept, based on nothing real, the crowded Chinese aren't less happy than the Arabic tribes of the desert.

So please offer stg else in Armada !!

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 7:16 pm
by Flaviusx
Ironically, the Chinese themselves are looking at a population crunch down the line. They perhaps succeeded too well.
 
 

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 7:51 pm
by ShotmanMaslo
ORIGINAL: nukkxx
- customizable ship (MOO-like)

..seconded[:)]

Another suggestion: more diverse ship types - what I like about Sins is that every ship type has its role in the fleet and spamming single unit is always very disadvantaged compared to diverse fleet where all ships support themselves and each specializes in different role - carriers, anti strikecraft, antistructures torpedo ships, repair/support ships, command cruisers, minesweepers, heavy cruisers, special ships.. Better than spamming single currently most powerful unit like in Armada now.. [:)]

RE: Armada 2526:updates,expansions,and sequels.Tell the company your wish list.

Posted: Mon Nov 30, 2009 9:23 pm
by Erik Rutins
ORIGINAL: ShotmanMaslo
Better than spamming single currently most powerful unit like in Armada now.. [:)]

Which is? I've had good luck with balanced fleets.