Author Topic: Gothic II Comments Thread  (Read 1977 times)

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Offline Steve Walmsley (OP)

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Gothic II Comments Thread
« on: August 02, 2023, 08:52:27 AM »
Please post any comments in here.
 

Offline paolot

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Re: Gothic II Comments Thread
« Reply #1 on: August 02, 2023, 09:19:02 AM »
Thank you Steve, for this new insight in the game and in your strategies!
Please, which version of the game are you using?
 

Offline Steve Walmsley (OP)

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Re: Gothic II Comments Thread
« Reply #2 on: August 02, 2023, 10:18:48 AM »
Thank you Steve, for this new insight in the game and in your strategies!
Please, which version of the game are you using?

v2.2 (unreleased).
 

Offline nuclearslurpee

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Re: Gothic II Comments Thread
« Reply #3 on: August 02, 2023, 10:20:42 AM »
Interesting choice to return to the 10cm railguns for point defense instead of defense turrets. I presume the RP that would have gone to Gauss cannons has been put into missile techs instead?

Not a lot of missiles in the OOB, but I recall from the bits and pieces you've posted that even these small quantities of missiles have been effective in some cases, so looking forward to seeing more results of the new mechanics!
 

Offline doodle_sm

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Re: Gothic II Comments Thread
« Reply #4 on: August 02, 2023, 01:34:44 PM »
In terms of recent changes in 2.2 ; what would you say have changed for designs in Gothic II compared to the first?
Maybe, in the end, this was the best that any warrior could hope for. A chance to reconcile with your enemy, or, failing that, to fall in the pursuit of peace
 

Offline Steve Walmsley (OP)

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Re: Gothic II Comments Thread
« Reply #5 on: August 02, 2023, 05:21:30 PM »
In terms of recent changes in 2.2 ; what would you say have changed for designs in Gothic II compared to the first?

Not too much, as I initially went for similar ships. The most significant change was larger torpedo launchers - size 12 on the Lunar. The designs for the NPRs have changed a lot more, as you will see when I start posting updates :)

EDIT: BTW I should have mentioned that one of the reasons I went for almost a copy of a previous campaign was to see how differently everything played out with the new rules. That is already happening.
« Last Edit: August 03, 2023, 03:15:11 AM by Steve Walmsley »
 
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Offline Zed 6

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Re: Gothic II Comments Thread
« Reply #6 on: August 03, 2023, 10:31:47 AM »
Any unexpected surprises?
 

Offline nuclearslurpee

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Re: Gothic II Comments Thread
« Reply #7 on: August 21, 2023, 10:12:25 AM »
Are those 26,000-ton survey ships I see? You weren't kidding about NPRs going big with their ship designs...

I already tend to ignore start-of-game build point limits and just instant-build ships up to what my command structure can support. Now I will ignore the limits even more because I will need bigger ships to be ready for such large NPR fleets!  :o

Looking forward to seeing some combat, hopefully the NPR tactical AI will be up to the task of piloting such big fleets, at least well enough to pose a credible threat to the Imperium and its shockingly undersized Navy.  ;D
 
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Offline Garfunkel

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Re: Gothic II Comments Thread
« Reply #8 on: August 22, 2023, 11:18:40 PM »
PD overkill and MSP consumption is a bit of a surprise.
 
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Offline Steve Walmsley (OP)

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Re: Gothic II Comments Thread
« Reply #9 on: August 23, 2023, 02:52:39 AM »
PD overkill and MSP consumption is a bit of a surprise.

There are a lot of missile and point defence-related changes for v2.2. The post most relevant to the above is here:
http://aurora2.pentarch.org/index.php?topic=13090.msg164276#msg164276
 
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Offline Warer

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Re: Gothic II Comments Thread
« Reply #10 on: August 23, 2023, 11:36:29 AM »
Yeah I really like how the new missile and PD mechanics are looking, swarms of mini-missiles are cool and all but sometimes you just want to smash someones face in proper with some thick girthy capital ship breaker torpedos.
 
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Offline Bremen

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Re: Gothic II Comments Thread
« Reply #11 on: August 23, 2023, 02:32:39 PM »
PD overkill and MSP consumption is a bit of a surprise.

There are a lot of missile and point defence-related changes for v2.2. The post most relevant to the above is here:
http://aurora2.pentarch.org/index.php?topic=13090.msg164276#msg164276

Honestly the change I've been most excited for in a long time. The biggest issue with missiles right now is they're so binary, either you have enough PD and you're basically immune or you don't and missiles are savage because the vast ranges involved means it's basically impossible to close the range before the opponent can completely flush their magazines. This change keeps PD valuable while giving it diminishing returns - if you only have minimal PD compared to the number of missiles, that PD will be maximally effective, while if you have a great deal of PD it'll shoot down more but will rarely be 100% effective.