Stellaris

Ideas for improvement to ship design auto-build

stellaris 6 - Ideas for improvement to ship design auto-build
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Also posted on Paradox forums, would love to discuss ideas with folks from both the subreddit and forum communities.

I don't think I've ever created a custom ship design in any playthrough. I've attempted it a time or two, but I haven't ever been able to grasp the intricacies of the various components and what makes an "efficient" or "best" build.

I also dislike the necessity of stopping normal gameplay to figure out what's what in the ship designer, then managing all the possible designs. I realize that I'd get better if I sat down and bumbled my way through learning the system, but to be honest I'm here to explore the galaxy and assimilate organics. Stopping the game to play ship engineer just doesn't appeal to me, as it may for others.

Ultimately, I end up playing a research-heavy progression, trying to push my military research to make sure i'm ahead of my enemies, and then trust the auto-best designer to give me ships that will win battles.

While this play-style has been pretty successful for me, I do feel like I'm missing out on a big part of the game by not using the ship designer to more effectively counter enemy techs. I'd love to be able to create more efficient, or at least intelligently-balanced, fleets during my games via the auto-best designer.

I have some ideas, and I'd love to know what you all think:

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  • Easier to access info on enemy fleet composition
    • I've seen quite a few other players suggest that the only way to know what techs your enemy's fleets are using is to actually navigate to the enemy fleet in the UI and view their ships as you would your own. While, this does give you access to the info, in my opinion, it makes gathering and comparing that info a chore.
    • If the info could be viewed as a "Ships/fleets last seen" dropdown under the diplomacy tab for each empire, that could at least give the ability to recall that info when needed, rather than only when the enemy fleet is within sensor range.
    • Each ship design could have a timestamp on it so that you can determine "This destroyer design was in use N days/years ago". From that info, you could speculate what tech their fleet is using today, or even attempt to observe them within sensor range to update your intel.
    • An option to "Compare enemy ship" to your own fleet designs. This could simply display the stat blocks of the enemy design and your own designs next to each other for easier comparison. It could also go a step further and simulate a battle between a single ship of the enemy design and a ship design in your design-bank of your choosing.
  • More auto-best design options
    • Auto-best per weapon type
    • Auto-best per defense type
  • Modify Fleet reinforcement ratios of auto-best generated designs with sliders for percentage of power from X-weapon type or Y Defense-type
    • e.g. You're in a war with a missile-heavy enemy, move the Fleet reinforcement slider for PD's up to a higher percentage to counter. If you currently have 0 PD ships, hitting "Reinforce fleets" will build nothing but the auto-best designs for PD weapon types until it reaches the slider's percentage for your fleet cap.
Read:  Wow, this game is awesome! First campaign story inside! Spoilers for a certain event too, I guess

If you've read this far, thanks for reading! I'd love to know what you think of the ship design system and any ideas you may have for improvements!

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