Firehawk153

Firehawk153

Joined Member # 2411897
3 Posts 50 Replies 5,040 Reputation

First of all, I thought you said GalCiv IV was going to abandon the campaign concept all together and tell mini-stories thru game events itself. Those would initially be simple but more complex campaigh-ish ones would eventually be introduced. Second, if you do make a campaign, please devote more resources to the ending. I actually completed all of the Gal Civ III campaigns and they were very enjoyable but the ending of the Retribution campaign was the most anti-climatic l

36 Replies 140,421 Views

I think a better question is why can't we change ship role on a per-ship basis? That would offer much more customization in battles and ability to hold a ship back in an engagement, etc.

12 Replies 5,709 Views

Guys let me be the first to say I totally agree that some form of tactical combat or combat input or what not would be great and I've been arguing for that for YEARS. However, if there was ever a dead horse to be beat in the Gal Civ franchise this is it and it seems that the Gal Civ IV franchise isn't destined for that. I don't know what the final combat implementation will look like for GalCiv IV and maybe we'll get some nice options and mechanics added to fine tune engagements b

7 Replies 19,942 Views

I like the idea of zooming in on the combat; it would be familiar in concept to any SOASE player and is much more elegant than a separate battleviewer. That being said, I'm going to throw my hat in with Nels above and say if you are going to do that just give us combat on the hex map in a Civ VI fashion.

94 Replies 585,136 Views

Yea, the thrusters in GC3 is a perfect example of its combat system's halfway implementation IMO. In an actual tactical setting having faster speed would let you do a lot of things like close faster with the enemy ships or hold the range open. The problem in GC3 was that the combat options present only let you do one thing: charge at the enemy. There was no way to design a ship with thrusters and then give a ship role that keeps it at maximum range from the enemy to take adv

51 Replies 203,931 Views

I thought I remembered a post that GalCiv IV wouldn't have squares or hexes? Am I just making that up? I thought maybe it was on the steam forums. I wasn't sure how that would work, so glad to see the hexes are retained.

20 Replies 68,044 Views

[quote who="Ashbery76" reply="6" id="3806090"] With a game with no tactical combat I dont really understand the point of putting so many resources into a lego designer.It also means the ships never look that good compared to say ES2. [/quote] This +1 For a lot of us I think it boils down to that we have no satisfying conclusive agency to the entire ship design experience in either GalCiv II or GalCiv III. If you think about most 4x's games the sh

51 Replies 203,931 Views