Croc411

Croc411

Joined Member # 2467648
6 Posts 94 Replies 640 Reputation

[quote who="Halicide" reply="8" id="3856659"] The 75% damage reduction is something I fully agree with. I actually suggested something similar awhile back. It would require a large overhaul of the ship role system, but I think it would make combat so much better. https://forums.galciv4.com/509104/page/1/#3830841 I get where you're coming from, but the simplest solution would be to prevent mo

34 Replies 127,626 Views

[quote who="Halicide" reply="4" id="3856649"] The only other thing I would point out is that swarms beat large and huge hulls because they can target more than on ship at a time. Because large and huge hulls only get one shot at a time they really can't deal with swarms [/quote] Yes, that's what I meant with "the GC targeting system" and that's why I suggested the 75% damage reduction to alleviate the problem a bit. [quote who="Halicide" reply="5" id="385

34 Replies 127,626 Views

[quote who="Vehement26" reply="2" id="3856570"] I agree whole-heartedly. Rather than limiting the number of modules, the additional slots needed (3 for carrier mods) already recognizes these items use additional space and provides a natural limitation on the smaller hulls. [/quote] Exactly. [quote who="Vehement26" reply="2" id="3856570"] Full-Blown Fleet carriers that are dedicated platforms SHOULD be able to carry 40 fighters at the expense of their own firepow

34 Replies 127,626 Views

Carriers are NOT overpowered. As I showed in this thread, swarms of Tinies and/or Smalls with weapon amplifiers are the problem. You have to remember that: (1) The carrier techs are at the very end of the tech tree (2) There is a limit of the number of ships that can appear in a battle per side, no matter how many ships and fighters your fleet consists of. The limit is 64 in GC3 and I strongly suspect it's the sam

4 Replies 15,282 Views

As it stands now, there is absolutely no reason (other than roleplaying) to build large or huge ships. They are beyond bad in comparison to the other hull sizes. Let's take a look: Tiny Your starter warships and extremely useful for stacking weapon amplifiers and other fleet bonus modules. This seems to be the current "meta" of the game. Just spam a whole lot of them, set them to support role and bunch them together with a couple of Small or Medium hul

34 Replies 127,626 Views

I love the adjacency system in GC3, it's kind of a very fun minigame in the game. I love to plan and optimize my planetary improvements and to race for antimatter power plant with the AI. By maximizing flat production/research/credits output on good worlds and then amplifying that with citizens, government ships/mercs and econ starbases you can create planets that outproduce whole AI empires. It's just great! For me, the planetary improvement system is one of the two main reasons that

15 Replies 58,951 Views

You write in the FAQ that you don't intend to enable the import of GC3 ship designs. I'd like to ask you to reconsider this. All the millions of man-hours put by talented people into GC3 designs over the last years. And you do not want to utilize this treasure for your new game? Wouldn't this be an additional selling point? One reason you give is that the GC4 parts look better. But I don't see why this should be a problem. You wouldn't have to do any redesign on the old parts. Just in

2 Replies 20,368 Views