Beyond Earth Ideas & Suggestions Not-Worth-Their-Own-Thread

I don't understand why the weapons on my units (especially air and naval) can't be improved to be equally effective whatever they shoot at.

How is it that my naval ship's weapons can be improved to be more effective against naval units, but will not at the same time be effective against land units and cities. Are the only weapons torpedoes and depth charges?

How is it that my air units improved against land units aren't also improved against other planes. Don't the missiles they carry do more damage to both? I know some missiles are specialized to track heat, but I suspect they can carry both types.
 
I don't understand why the weapons on my units (especially air and naval) can't be improved to be equally effective whatever they shoot at.

How is it that my naval ship's weapons can be improved to be more effective against naval units, but will not at the same time be effective against land units and cities. Are the only weapons torpedoes and depth charges?

How is it that my air units improved against land units aren't also improved against other planes. Don't the missiles they carry do more damage to both? I know some missiles are specialized to track heat, but I suspect they can carry both types.

Those are reflected in the fact that the unit's base strength gets an upgrade when they gain an affinity level.
 
And here's another one: crashed satellites, progenitor ruins, and even alien skeletons should be able to be found in water tiles.
 
Air trade routes. Produce 2/3rds what a land route would but can move over land and water and can only be pillaged by ranged units.
 
Most don't like Liberation Army because often those outposts are poorly placed or just not where we'd want a city of ours. However with Liberation Army we can't destroy if because we are required to capture it. So I'd give Liberation Army some more effects.
1 Captured settler units stay as settlers rather than turning into workers.
2 Capturing an outpost gives you the option of keeping it or salvaging equipment and getting a free worker, similar to if you had caught the settler before it made the outpost.
 
Does anyone here have ideas for future affinities that can be implemented into the game? :xmastree:
 
A psionic affinity was mentioned way back. Since such a thing could come through genetic engineering, implants or natural evolution so it doesn't overlap with any one affinity more than the other. Also some one suggested Adaptability with I think was some of all affinities. That could either be too good or too boring. You would either have floating cyborg mutants, or just an extention of the basic look of generic units. I think that way could work if the uniques were good enough in function to make up for the blandness of the look.
 
After my units have moved, they fade out to the point of being nearly invisible. Not a bad concept, but do they have to be quite so nearly invisible? Could we turn up the visibility factor by a little bit so I can see them if I need to find them again? There's been a couple times when I tried to move a unit onto a tile only to find I couldn't, and I had to look really closely to see why.

Not a huge problem, but hopefully a really simple fix.
 
Being dominant in one affinity should make it more difficult to gain points in another. It seems odd that you can advance equally in all the affinities at the same rate even if you are dominant in one. Sort of like how you couldn't switch from Piety to Rationalism in Civ 5 without losing what you'd built up before. And as a real life example, bringing capitalism and democracy to a communist country does not mean both of them peacefully co-exist - either one wins or the other. (Let me know if this thread has already been done or if it needs a new thread.)
 
How about adding a difficulty level or two tougher than Apollo where the human is NOT first to land?

On the toughest the human would be LAST to land and on the second toughest about in the middle of the pack arriving.

I completely agree!

Make the player start on turn 50 for the new deity. But don't give the AI any bonuses. Everyone has the same advantages and disadvantages, the AI just gets to start 50 turns earlier. Makes way more sense that the current CiV V deity in my opinion, where the AI spams truckloads of units it doesn't do anything with anyway, or generates oceans of cash it never uses either.

No more AI (or player) bonuses! Just increase the gap in starting turn!
 
Hi everybody.

When viewing and selecting a new virtue, the background is blurred. I would like to have the top bar focused (not blurred) so I can decide wich virtue I would like to choose viewing my current stats: health, energy, etc ...

EDIT: YAY! This is still my first message? Then hello everybody!
 
Hi everybody.

When viewing and selecting a new virtue, the background is blurred. I would like to have the top bar focused (not blurred) so I can decide wich virtue I would like to choose viewing my current stats: health, energy, etc ...

EDIT: YAY! This is still my first message? Then hello everybody!
I do often find myself exiting the virtues screen to look at energy or culture income so I can memorize it and see how it changes after selecting a virtue.
 
I am not really a veteran of BE, but I get the feeling something is missing. Mankind has reached this far destination to escape the consequences of its past actions, and has somehow left all troublemakers behind.

I think there is a place for a rogue, non alien, faction that functions as previous games' barbarians. They are bandits, scrapers and slavers trying to take advantage of this new uncertain opportunity, much like what happened in the Wild West era. It could make gameplay more interesting.
 
Hi everybody.

When viewing and selecting a new virtue, the background is blurred. I would like to have the top bar focused (not blurred) so I can decide wich virtue I would like to choose viewing my current stats: health, energy, etc ...

EDIT: YAY! This is still my first message? Then hello everybody!
I recently found out you can disable this in the video options.
 
How about have the Harmony Affinity be able to capture/train existing wildlife. That would make it so you would not have to kill any of them and provide a helpful unit as well. You could have some be workers and some military units as well. Have it occur in stages so that a late tech would allow you to capture worms or krakens. It should be a very expensive process at first, but it could be made easier with different techs.
 
Just some things that should be in the game already. 1. Trade route yield is currently ridiculously weird and unhelpful. What you are able to get in return in trade should at it's base depend on the sender of supposed goods, not the reciever. Ofcourse with a certain bias towards the initiator of the route, so if you set up a route with a city of similar size and infrastructure you get perhaps 20% more back than you give. This way it also gets very easy to introduce a concept of trade efficiency that could be boosted by technology, infrastructure and virtues.

2. Moving to the topic of that hidden unit limit modifier that you only realize exist when you start getting the penalties. How about having the limit and unit count visible up there on the main screen all the time so one can actually plan for it? And furthermore why are there no buildings/wonders/virtues/quest rewards to increase your
unit limit? It should be an obvious bonus among the military virtues.

3. In my latest game an outpost was destroyed by wildlife even though the garrison I had placed there wasn't killed. That garrison unit magically ceased to exist as the wildlife 'captured' the outpost. This shouldn't happen. At the very least the garrison should remain existing even if the outpost gets destroyed. And here's an idea, how about the option to assign units to garrison and escort missions, the garrison merges into to the city defense or trade route or colonist/explorer/worker unit.

4. My last suggestion: A spy mission to increase intrigue.
 
hi all, i'm new to this forum thing so i ask for some patience with me, meanly with my english.
It was a small idea but grew really fast. When i played Civ:BE and saw the affinity system i was puzzled by the fact i could stack the three affinities, this dont make any sense to me thinking in the RP. They should be excludent to be consistent with the idea presented. But i started to think and remembered of the Religion system of Civ V. Why not do like that? You develop a affinity by Decisions and the Capital would be like the main hub, spreading it to other cities around. So the affinity meter would account the global population favor to that affinity and other civilizations could spread it through trade routes and spyonage at first, very likely the Religion system. Well other things could change, but i already wrote a lot, so what do you think?
 
Add each building's quest options to its techweb and production queue tooltips and Civilopedia entry. There's no reason to act like building quests are a surprise feature, and unlike affinity quests you get the exact same options every game.
 
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