Batch suggestion thread

4X strategy game from Proxy Studios

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robc04_1
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Batch suggestion thread

Post by robc04_1 » Tue Nov 19, 2013 9:54 pm

Sorry for creating so many suggestion threads. It just dawned on me that instead of adding them piecemeal I should just add them all in one thread. Maybe it should be stickied so everyone can add their suggestions in 1 tread and make it easier for the developers to follow. First, as a whole, I think this is a solid game, even though I'm making a lot of suggestions.

1) Add a tech which allows the use of an additional device for a unit so we can make more unique combinations.

2) Does it make sense to have boats and planes stationed in a city at the time of attack perform at full effectiveness? I'm not sure if it doesn't but it seems counter intuitive for me. If ships are caught in port, are they as effective? Maybe we can assume planes in a city are patrolling overhead, nut should it receive the fortress bonus? That part doesn't make sense.

3) It would be nice if the change in resources were displayed in a tooltip when moving workers from one role to another. For example, if moving a farmer to a scientist the tooltip would display the amount of food lost and the amount of research gained when the farmer is hovered over the science work slot.

4) Have AI upgrade more of its early game units to improve tech. During the late game I'm still fighting a horde of low powered units.

5) Field training is kind of overpowered. It can work on so many units and it is easy to accumulate a bunch of those operations. A human player can easily make the effort to group their units into a stack for a massive army upgrade. I don;t think the AI takes advantage of this. Maybe either make the AI use this tactic or limit the field training to only 1 unit.

6) Allow the player to reorder the build queue by dragging an dropping the items.

7) As a faction performs more of research in 1 category (ex mathematics), give some type of bonus to the faction when researching that category.

8) Explain / expose what factors go into diplomatic relations.

9) Allow the player to queue up research. Yes, the user may want to change their mind once more techs are exposed, but it helps to remember what tech you are trying to get to. The player could always go back and change their mind once new techs get exposed.
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kevinsky
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Re: Batch suggestion thread

Post by kevinsky » Tue Nov 19, 2013 11:03 pm

Number 6, reorder the queue is an essential management tool.

robc04_1
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Re: Batch suggestion thread

Post by robc04_1 » Wed Nov 20, 2013 1:01 am

10) The unit workshop could be improved if it allowed the player to specify 'best available' for each option to reduce the amount of unit redesign as techs are discovered. Weapons would need to provide choices for best available gun, laser, cannon, etc. Of course best available doesn't make sense for devices.
Because I play too much,
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robc04_1
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Re: Batch suggestion thread

Post by robc04_1 » Wed Nov 20, 2013 1:11 am

11) I decided to attack a faction I was friendly with. I terminated my agreements and waged war. This didn't seem to have an effect on my relations with any other factions. It seems like if a faction attacks another faction that they are still friendly with, other factions should deem them less trustworthy. Then you can decide to take more time decreasing your relations by using the renounce feature so relations with your other friends aren't harmed, or attack quickly but at the cost of being viewed as deceitful.
Because I play too much,
One Guy, Too Many Games

robc04_1
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Re: Batch suggestion thread

Post by robc04_1 » Wed Nov 20, 2013 2:50 am

12) This one may be a little far fetched, but to me it seems interesting. Have new units (at least ones requiring people) come from the city population pool. This way raising a military comes at a person cost. The growth may need to be rebalanced, but I do think having a human cost to raising troops worthwhile. Even mechs need someone to control them, planes need pilots, etc.
Because I play too much,
One Guy, Too Many Games

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