Creston wrote on Aug 14, 2014, 12:49:
The big update is just the sheer scope. Galciv 2 could handle a few thousand "actors" (ships, planets, space stations, rebels, etc) in its engine before it would crap out. This engine is solely 64 bit, and built from the ground up to handle hundreds of thousands of actors. So the entire scope of the game will increase by an incredible amount.
Other than having actual combat, what really needed dramatic overhauls or improvements in Galciv2? It was already pretty darn great.
I mean, I'm not entirely sure exactly what
could have been drastically changed to make it better, I guess just more of everything, which, as you noted, is what's happening. Mainly, I suppose, if I really think hard about it, GC3 could've been a good time to re-think the UI a little bit. Don't get me wrong, you're absolutely right, Creston, there really wasn't anything inherently wrong with GC2. Please don't think I was implying that. It's just that I was under the impression that maybe the graphics and UI would have been overhauled or different in some way that would blow me away, like Crysis-level detail, a native DirectX12 and/or Mantle-compatible graphics engine with PhysX-enhanced physics for close-up battles between fleets and individual super-massive battlecruisers, that take real-time damage at the point of impact and have pieces of the ship break off or explode. Maybe a ground-combat engine with the same detail, possibly on procedurally-generated planets with unique, real-time, dynamic weather systems, whole cities with citizens that go about their own lives that you can zoom down to and watch, opening up a range of intelligence and espionage options, along with assassination missions for your intel ops agents. You know, a rogue-like, 3rd person, turn-based, tactical real-time, strategy action simulation 4X hybrid (try an' fit all THAT
shit on the box!
) with RPG elements....
Or maybe I'm expecting too much?
Survivor of the 12/10/21 Mayfield EF4 tornado
'Sorry, we thought you were dead.'
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