Search found 8 matches

by bane
Wed Nov 02, 2022 5:10 pm
Forum: Terra Invicta Early Access
Topic: Unrealistic Long Range Visibility In Space
Replies: 6
Views: 1358

Re: Unrealistic Long Range Visibility In Space

This is all fancy, and something for non-engineers. Yet, humanity barely discovered a few days ago a 1.5 km asteroid between Earth and Venus.

So, tell me, how did humanity in reality miss out on that 1.5 km asteroid for 100+ years?
by bane
Tue Nov 01, 2022 11:41 am
Forum: Terra Invicta Early Access
Topic: Unrealistic Long Range Visibility In Space
Replies: 6
Views: 1358

Unrealistic Long Range Visibility In Space

Hi, I accept it as a game design and part of the gameplay but technically, I've been wondering why the long-range visibility of space fleets and objects, even stations, is so unrealistic and unscientific. Sadly, this is not how space works -- at all. Our solar system is mostly a mystery to us, espec...
by bane
Wed Oct 26, 2022 10:13 am
Forum: Terra Invicta Early Access
Topic: Thoughts on miltech/nation investment
Replies: 10
Views: 3982

Re: Thoughts on miltech/nation investment

Two thoughts: Miltech is obviously an abstraction of logistic, organization, but also technology. The US military logistics is the most advanced in the world -- by far. Did you know that the US employs 3M people in military logistics alone? However, the bigger issue is probably that Terra Invicta al...
by bane
Tue Oct 25, 2022 2:43 pm
Forum: Terra Invicta Early Access
Topic: Increasing turn lengths
Replies: 3
Views: 932

Re: Increasing turn lengths

Or get rid of turns entirely? In my current campaign, I am in 2036, with 15K research, starting to poke holes into the alien fleet. Obviously, I will win the game. The AI is horrible. The other human factions... are not even worth mentioning at this point. Now, I will quit this campaign for one reas...
by bane
Sun Oct 23, 2022 7:26 am
Forum: Terra Invicta Early Access
Topic: Space combat QOL
Replies: 6
Views: 1547

Re: Space combat QOL

It is the waypoint system. There is no good solution to it because the waypoints themselves are counterintuitive and anti-RTS. Imagine... Total War Warhammer (armies), Total War Empire (the sea battles specifically), Battlefleet Gothic Armada 2 (space fleet combat) or... even any normal RTS such as ...
by bane
Sat Oct 22, 2022 2:04 pm
Forum: Terra Invicta Early Access
Topic: Balancing Tips (after 200 h)
Replies: 4
Views: 1453

Re: Balancing Tips (after 200 h)

Right, the UI requires more attention in general. I didn't want to want to mention it, since my comment was about balancing issues that break the game, but here are my UI tips: - Tech tree: The tech tree is almost useless to use. The Terra Invicta wiki is much better, and it is getting better every ...
by bane
Sat Oct 22, 2022 9:36 am
Forum: Terra Invicta Early Access
Topic: Balancing Tips (after 200 h)
Replies: 4
Views: 1453

Balancing Tips (after 200 h)

After 200 h into the game, I believe I can talk a little about some serious balancing issues and exploits. 1) It is probably no secret that the game is way-way-way too long for what it offers. The gameplay itself is not bad, but because you do approx. 10,000 mission assignments over 15 years, it is ...
by bane
Sat Oct 15, 2022 9:20 am
Forum: Terra Invicta Development
Topic: AAA Feedback
Replies: 2
Views: 1221

AAA Feedback

Hey guys, After 100 h, I wanted to give you some feedback from an industry veteran perspective, being a director myself for many years. I hope it helps the project in the long term because I love your game, and it has potential. And ping me, please, if you need more info or support, i.e. financial. ...