I'd like to point out that its only "safe" insofar as you don't let the enemy get to it. If your opponent fails to hold the star with sufficient force to destroy your fleet before it can jump out it is possible to jump to those "rear" areas
no... its only "safe" insofar as you aren't an idiot enough to let your enemy get a foothold in your solar system, it doesnt matter if hes in as long as he doesnt constantly get reinforcements.
The (weapon) upgrades are a pain because they are so expensive for very little benefit early on. Their 5-10% is something like 1 point of extra damage. On the missile frigate I see a benefit because it fires something like 10 missiles per second, but on a light frigate it is almost useless.
such thinking is bad, tsk tsk.
first of all the bonuses are persistant, second those few damage points drive a massive snowball effect that allows even a small force to bowl through a much larger one, if you havent realized this you are in for a beating when the game hits multiplayer.
Look if all the asteroids/planets were connected the game would completely suck
go back and reread what he's saying.
Inert, light frigates are useless because their LIGHT FRIGATES. You don't charge into battle with plain infantry, you come in with heavy tanks and humvees!
they aren't fodder... they provide a huge mass of your attack power, so long as you are constantly replacing them
If you made upgrades more than they are (kodiak goes from 17 to 23, BIG difference in my book) then the game would completely rely on research, and that makes the game lame. They have a great system of percentage upgrades. It makes the suttle differences in firepower and hull capacity win battles.
amen to that shibbs.
You're making that PSDAR radar technology completely nessicery. It makes the gamer feel boxed up if you just tell him "you NEED this to survive, so stop your plans and get it.".
its nescessary only if you want to know how your enemy is manuvering, why do you think its so high on the list? its almost completely vital for even the greatest of RTSers
There are several research topics for this It was also important to us that these ships had a function the entire game.
with full armor and laser upgrades these things are monstrosities, they become cheap heavy hitters that can take a pounding, early on they provide 90-95% of your firepower.
they take antimatter away from cap-ships i think it was.
so a big group could take away the special abillities, then they would only have to fight a big, heavily defened, and heavily armed ship...
yeah, i would just run personally.
in group they can shred cap ships with ease...
As for your argument that SoaSE research should only focus on tactical and economic benefits, I would have to disagree. Strategic research (things like radar, insurgents, cultural influence, and so on) should continue to play a large part in the game. I don't think the developers are going to remove these game concepts any time soon.
IMO there should be an entirely different branch of research specifically for strategic and intelligence based techs.
they take antimatter away from cap-ships i think it was.
so a big group could take away the special abillities, then they would only have to fight a big, heavily defened, and heavily armed ship...
yeah, i would just run personally.
thats why you aren't allowed to wear MAN pants
neither are you...
*stands proud*
a man needs to know how to use his light assault.
note: somethings screwey with the quote system...