Ideas - how to make a game better

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KadlinQ
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Joined: Thu Nov 28, 2024 3:28 pm

Ideas - how to make a game better

Post by KadlinQ »

I played a lot of game and I would like to discuss some issues and make a number of proposals.
Thank you for your attention.

1 On the planet, where there is always a temperature of -30 C, -40 C, but precipitation in mm pain per year is indicated. The planet is completely icy, everything that could fall has fallen for a long time.

2 The continents are often generated too elongated, very irregularly shaped. It is very strange that they turn out to be exactly this viscous and linked time after time, completely by chance. It is clear that this was probably without the sea DLC. But even with the sea DLC, with the "unfiltered" class, this is what happens.

3 It can be assumed that the trucks have one price, but in the game of trucks the price (in resources), for example, for motorized artillery and motorized infantry, for example? If we subtract the price of artillery and infantry, known for ordinary versions, you can notice that 1 truck has a different price.

4 Moves of AIs are calculated for a long time, and the processor is loaded by less than 50%. I would like to see something done about the sub optimal use of computer resources.

5 It is not clear how AI acts. I do not see the desire to win in him. I bordered for a long time with a neighboring power that was much larger and stronger, but the power did not attack me and did not understand what.

6 I propose to introduce a review of diplomacy in the game, it is not clear what diplomatic relations are between different factions, in general, our impression is not seen further than their own nose.

7 Cheats for AI are enormous, as if it were almost not necessary to supply and it is useless to try to catch enemy troops on this, the enemy supply is perhaps 2-3 times more efficient than human. It is bad that it cannot be somehow reduced through the settings.

8 Free merchants are too strong, having 10,000, 20,000, 30,000 money and a huge amount of goods in their hands as if it were superpower, but why can not be traded with neighbors?
There is no division into private merchants and various states. You can’t buy surplus from your neighbors and sell them your own. I would like the resources to not disappear into nowhere.

9 The decline and profit of money is now significantly unclear, there is no report on the arrival and care of money for the turn.

10 The supply of the army loads stocks, but the movement of goods to capital is not. For example, a truck with oil delivering around the planet to the capital without hevy loading supply, while the same oil on the same truck, but already tank, seriously loads the road. The need for a balance between military and civilian logistics would give a serious depth.

11 The weather is always completely clean, it does not change throughout the game. There are no climatic regions on the planet, in some, depending on the configuration of the planet, various weather phenomena fall out. I would like to see gigantic dust storms or acid rains. This is understandable on planets without a full -fledged atmosphere, but often the atmosphere is present and the weather is still absent.

12 The relevance of the free people is often in question - such a people are understandable on the planets of the earthly appearance suitable for life, but how adequate in icy wasteland or planets like Mars? I propose that on aggressive planets people to be explained in stable, dense organized structures - because this is the only way for long -term survival. Others lost the competition during this time. We begin to play centuries after the disaster.

13 A small penalty to the number of free action points if the move begins on a hex with a temperature below -5 C and above +35 C, in order to show additional difficulties generated by a harsh temperature and a change in seasons. A similar small penalty should be on all hexes unsuitable for breathing for one reason or another. Such huge inconvenience interfere with movement and military operations.

14 Being on a completely snowy planet, with an unlimited amount of water, my scientist opens water supplies in hex with ruins ... Moreover, these reserves are harder than those that are unlimited spread throughout the planet. I propose to prohibit open resources in ruins. It looks strange and they still had to be exhausted by the previous centuries of colonization.

15 I propose to introduce Methane Gas production (if it exists on the planet) from the subsoil, transportation through pipes to capital and processing at a gas power plant. Accordingly, lead it with a separate resource.

16 Speaking about oil - this can only exist on planets with life at least at the level of plants, because this are obtained from older biomass. Now the theory of the non-biological origin of oil is controversial and I doubt that it is worth supporting. Thus, oil cannot be on other planets. I would also like electricity to be transported across the planet through power lines and substations, and not magically. I would also like to see a hydrogen energy based on water hydrolysis and the receipt of electricity from hydrogen.
In general, I think about the supply of energy, I think a separate system for moving electricity, from the place of generation to all necessary places.

17 I propose to replace the name "Buggy" with Armored Car, this will solve all issues, because this kind of troops with protection is in order. “Buggy” from the name implies that there can be no talk of the same tightness, it is just a civilian car.

18 I propose to make a crater as a separate type of hex, on planets there are dozens of craters with a diameter of more than 100 km (they are suitable for becoming dominant in the hex) and make them good for defense (the center of the crater is the highest place, and forms a natural elevation over attackers) and inconvenient for moving (first fall, and then climb along the sharp kilometer walls of the crater)

19 Separately interesting the issue with radiation on the planet. In fact, this is an equation where on the one hand there is a radiation power, and on the other, the gravity of the planet and the density of the atmosphere.
On Mars for a year from space rays, human irradiation is 360 per year, and on Earth only 0.4 per year. What happens to the planets closer to the stars, or on planets with even weaker gravity, or without an atmosphere, a rhetorical question. In general, non -fingers in the game are very weakly expressed, soldiers do not die from heat or frosts, radiation, infection, poisoning, random attacks of animals - or die in a very small amount.
It is important for us to understand that one move equals 2 months, that is, 1 move without food on a dead planet = death of the division.

20 Unfortunately, now, from the point of view of the gameplay, it has not been explained in any way why on the "bad" planets the population at the end of the generation of 10 millions, and on "good" 100 million. From the point of view of the development of the economy, this is almost the same. It is not taken into account that ordinary frosts -20 C are changed with a lot - in particular, the price of construction increases, buildings are made of more stable materials for the cold, and heating of the premises is carried out. This complicates all. And there are a lot of such details.

21 I propose to introduce a small consumption of machine parts for the production of almost all resources, thus ensuring repair and updating of production(Depletion and repair of machinery). For example, the consumption of 0.1 machines for the cartridge factory of the first level.

22 Speaking of a private economy, I want to notice the following - food is produced on private farms, but it is unclear where the farm takes energy and metal. There are no private mines and power plants in the world of the game.
I would like to see that the private economy works in accordance with its own laws, and not just generates air resources. Often you can see empty settlements without an understandable economy, there are no enterprises or other evidence of labor activity. If it were an earthly planet, this is understandable, but it is also observed on dead planets.
I propose that there are no free people on extreme planets. If we talk about the private economy, then if it cannot continue its activities either by virtue of the player’s actions, or by virtue of the loss of deposits due to the war, or otherwise, then the player has 2 options. Take such a settlement under your protectorate (free nationalization) or refuse to help, then the settlement will be abandoned, and its inhabitants will die (on extreme planets) or go to the free people (on suitable planets).
I would like to see a private warehouse of goods by analogy with the city state warehouse.

23 You talked about the rapid development of technology - but what if it is beaten in another way? I propose to do this. Make the technical level of the planet part of the simulation. The technological level of the planet should be reported, depending on its development (low -developed level 4, medium -developed level 5, highly developed level 6). It would be strange if a small agrarian or mining colony would have 6 levels of technology. Say, let the initial level, depending on the damage, will fall either by 2 (more than 80% of the population died) or by 1 (less than 60% of the population died). It would be very realistic - a highly developed planet, even receiving high damage(-2), it will still be more technologically after the disaster than the backup planet, which originally met a disaster with low technologies(level 4). At the same time, it is clear that development cannot fall below 3 points for the beginning of the game for game reasons. This can be justified simply - that low technologies are very simple and the basic levels of technology were restored during the disaster.
If the player does not like the level of technology, he can run the recalculation of the stage of the disaster up to the necessary level of technology.

24 I propose to introduce plants in the synthesis of oxygen from water and, accordingly, oxygen reserves. This would be realistic, people should breathe with something, without such factories their urban atmosphere will quickly become unsuitable for breathing. This would once again emphasize that life on dead planets is a constant struggle with death. In general, the severity and cruelty of the cosmic world, where the planets of the earthly type is like oases in a scorching desert. I would like to remind you what difficult living conditions are on planets without air or with dirty air. If oxygen synthesis or air purification are disrupted, then 1 move without electricity means significant death of the settlement.

25 There is a subjective assumption about music. What happens when a player enters the game? Get “start the game” and he will move on to the choice of class planets. But what if that melody that plays in the planets of the class, make the starting in the menu? Now, a torn and rude transition.

26 About the class of stories. I choose all the flags, the game says that "the story will go its own way." It turns out that the population drops to 2-4 million 2000 million over and over again and this is about an absolutely fertile planet, well mastered. According to this logic, people on planets who are completely a dead piece of ice without resources (my previous planet) should have died at all as organized communities. Here it seems to me that the generation is somewhat inconsistent and contradicts itself. Why not adapt the game to large sizes? Allow me to build several military plants in one city hex, to build up the supply more, and the like, so that by the middle of the game to calmly fight, say, 100 infantry divisions. This was available back in the 20th century, to say about the distant future - if the population of the planet is quite high and allows you to contain similar armies. It seems that not gameplay adapts to the planets, and the planets adapt to gameplay - they are as if they are driven under the same scheme. I do not consider such a practice something reliable. And that generator of the population does not specifically leave 100 or 200 million alive, so as not to accidentally break the inflexible balance.

I would like to have huge conflicts like the Eastern Front or the Japanese-Chinese War, at least with 1 million soldiers. This is technically impossible. No favorable stories or food rich in the planet will give such an effect. As a result, no more than 1-2 million survives. This is rigidly spelled out in scripts, unfortunately.

It is sad to see that the planet generator, instead of generating different interesting stories, leads all stories to exactly the same, artificially forcing factions to suffer to the last person.

27 Always part of the planet is empty. A different generation passes, but I see on the map that one remains common - significant voids. And this is weakly connected with the level of ruin or with the development of the planet. I would like to see clearly defined boundaries on the planets at the start, or except that the planet is only mastered, and by the time of the disaster could not be completely colonized. At the moment, unfortunately, the specifics of the planets are not expressed strongly enough.

28 Now in the game it is necessary to explore the motorcycles and anti-tank infantry weapons. These are primitive technologies that to explore nothing. In the game, they must be examined separately. So is the super light aviation - why not resolve it at 3 level? A separate question about bikes - it seems that on many planets this technology should be blocked due to unsuitability for use. Motorcycles are helpless before extreme influences.

29 I would also like to say about aviation, you need to understand that at altitudes that radiation is much more powerful than on the surface. And in this case, I would forbid heavy aviation technologies intended for flight at high altitudes if the atmosphere is weak. If there is no atmosphere at all, I propose to ban the average aviation too. It is important to separate space and solar radiation. Before that, I wrote about space radiation. And if we talk about radiation from our star, then - it should also be taken into account. If solar radiation is too strong any aviation should be prohibited. It is impossible to use this, the pilots would en masse from a radiation disease.

30 I must also say about the lakes in generation. They are unnatural. I would suggest reducing the generation of lakes (due to their extreme abundance), but to make the remaining more difficult. There must be something wrong with the formulas, but I do not know the game code and I can’t say what exactly the problem is. Also Great Lakes

I write this not for the sake of entertainment, but to give new ideas. If some things seem controversial or unconvincing to you, you can ask me questions and I will explain in more detail my point of view. I specially reduced many things so that the text was not too big.

I read your manual and you said that you are fundamentally going to simplify, so that it was interesting to play and to attract more players. This is true, therefore, I propose to introduce the “Realistic Mod” flag in the settings, and to enter everything that is like without compromises, and leave ordinary players on ordinary mechanics. Similar already is with aviation or complex logistics, which are disconnected.
This is my list of sentences and ideas, I hope I was of interest.
Last edited by KadlinQ on Wed Dec 11, 2024 4:53 am, edited 2 times in total.
KadlinQ
Posts: 2
Joined: Thu Nov 28, 2024 3:28 pm

Re: Suggestions and ideas

Post by KadlinQ »

Under unclear diplomacy, I meant that in order to find out it is necessary to do a lot of actions. Why, for example, when hiring to the treasury, do not give a table of all income and expenses there? Without the need to study the reference.

It is strange that major regimes do not know about each other at the start of the game. Where does such a dense fog of war come from? Not at the level of embassies, but at least at the level of where their capital is on the planet. Just from merchants who all know. We are local residents who have been living here for a long time. We must know each other.

Separately, I want to say about the strange generation of planets. Judge for yourself. I make a planet without a class. However, the class is only a set of installations, realism is still mandatory.
Planets are generated that are hardly possible physically.

Look at it. Do you think I have driven many times in order to find an unsuccessful option? It got to me the second time.

Image

So, what we are dealing with.
The planet has almost no atmosphere (200), has a gravity of 0.25 g, has water and even life in the form of trees and mollusks (in an average temperature of -40 in the tropics and -60 in the north. Having 60% of heavy metals, it became a center for miners, And after there they made an industrial center with 100% of the service population.
Yes, on the planet with 60% of heavy metals, with an average temperature of -35 С. And there lives 500 million people.

Perhaps for such planets, where industry, agriculture or mining is impossible and which is extremely suitable for life. Perhaps the story of the "Logistic Center" or "Pereging Base" will describe this well the essence of such planets, to be only a place to respite before continuing the way. In this form, such a small colony has the right to exist.

I had to read that the diameter of the hex of 200 kilometers. If planet with an equator of 100 hexes, but with a long equator of 3500 km - does this mean that one hex of the equator = 35 km?

Also a little about planetology:
1 The slope of the planet affects the probability of the atmosphere to leave the planet, that is, in a weak tilt, this probability is higher than in the strong. As a result of an excess of sunlight at the equator. Also, an excess of sunlight (bright star) should increase the likelihood that the planet will lose the atmosphere.
2 The slope of the planet contributes to evolution, that is, the constant shifts of the season improve technologies, intelligence, and planning. In the absence of inclination, evolution stagnates and cannot be developed aliens.
3 I hope in the generator it is taken into account that the power of wind, exactly like plants and water (glaciers), suppress the height of the mountains on the planet.
(If this is already spelled out, it's great)

There is an opinion that the young planet has softer and low mountains than the old planet - more precisely, so you can interpret this statements. Curious. What do you feel about it?

According to Rob Butler, a geologist at the University of Aberdeen in Scotland, the heights of the mountains that form during these collisions depend on many factors. These characteristics include the thickness of the crust, which is determined by the intensity and length of the tectonic collision, and the crust's temperature, which is determined by its age.

"Think of the crust not as a solid, but as a viscous liquid, like maple syrup," Butler told Live Science. Like cold maple syrup, cold crust is more viscous and, therefore, firmer. So thicker, colder crust can form taller mountains than thinner, warmer crust can.


https://www.livescience.com/planet-eart ... t-mountain

4 Returning to the question of the population, it seems to me that this issue can be solved through the number of regimes. I always noticed that the planets are often half empty, with a huge amount of empty spaces. This would make it possible to create new modes there, to populate them with new people, and to smooth out the issues of balance, since new people would be partially distributed into new governments.
Moreover, now there is such a function as additional governments. But I propose to integrate this into the fabric itself.
It would be very interesting to play on the Great Planet of Class Earth where 100 million people would survive and which at the start would be completely divided between governments.
This is not always reasonable. Say, small dead planets of the Moon class. In this case, that it would be bad in history where 1 million people would live on it, after the war, only 200,000 people survived between 4 governments? This is not what you need to beware here.
In general, it seems, the problem is completely solved here, this is not what will break the game or something in that spirit.
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