rogerano

rogerano

Joined Member # 2236951
0 Posts 1 Replies 11,140 Reputation

I play Battlefield 2 in a clan of 40 people. That's an entirely visceral multiplayer experience. The number of wankers playing seriously degrades the experience, and if it weren't for the fact that I had 40 good mates playing alongside me at one time or another, I don't think the game would be terribly appealing, in hindsight. I'm _glad_ GC2 isn't multiplayer. You don't need other people for proper immersion and enjoyment. Watching a good im

616 Replies 3,192,760 Views

GC2 is in no way, shape, or form worse off for not having a multiplayer component. If you're worried about that, don't be. Trust me, there are some yummy things happening. IMHO (the H in this case is for Heffalump, so ner) the cool factor is up there in the high 90's, with a high pressure front moving up from the south. Coastal wind warnings, waves at 1.5m.

63 Replies 51,288 Views

Yah well, it's all in the eye of the beholder eh? Nice spin btw. You can find a use for most things, if you care to think about it. In any case leaving the system as is requires no change, a modification of questionable benefit, naturally does. Path of least resistence will probably win out.

29 Replies 38,950 Views

Look, removing PQ 0 planets is silly, full stop. The map would look silly, it puts holes gameplay, the proposition doesn't follow in the footsteps of reality, and the only reason given for removing them is because "they're not useful" (which is a questionable statement anyway). Pretty weak basis for an argument touting their removal.

29 Replies 38,950 Views

I see a problem when a super advanced battle ship is equipped with six missile battleries, each capable of destroying a small hulled ship on it's on, only to have the ship fire all six at one target. This is where the simple system falls down. Even ships in WWI and WWII had the ability to engage multiple targets with different gun turrents. Todays ships have some serious electronic muscles and can do even better. Even small US Navy fighter

59 Replies 31,237 Views

Perhaps some basic element of tactical maneouver can be incorporated into fleet battles. 2 or 3 options at the most. 1) Target same ship, 2) Target individual ship, 3) Target 2 ships, or something like that.

59 Replies 31,237 Views

I don't hold with killing tax payers. They bolster my economy. If I can subdue a populous planet with superior military forces, why why why would I decimate the very people who are going to repair collateral damage and directly contribute to the ability of my empire to create replacement / new war materials and thus help to extend my borders further. The name of the game here is Economy. I feel there should be more options associa

46 Replies 29,676 Views

Well, I know for sure that "most systems" are not in fact uninhabitable. Coz, liek, I'm leet. And also in my experience they're not. Maybe I'm just a lucky guy, or it could because I'm leet. Either way, I don't have any problems finding planets on abundant settings. Also I'm not sure if you're aware how many habitable planets there would be on a huge galaxy if there were 3 for every star system. Using my powers of leet (a total guess) I'm betting there is an average of 1.5 systems per

29 Replies 38,950 Views

zomgwtfbbq... I just thought of rotating pylon spheres and special spinning components to which you could attach larger static components. You could create all sorts of nifty little radar type things. Guess I missed the boat by a long shot though

3 Replies 4,687 Views

Somebody out there might actually individually name their ships. I can see this happening if you go for the fewer-but-larger approach. Therefore renaming ships based on class would overwrite ship names every time you upgraded. On the other hand a lot of people seem to keep the automatically assigned ship name, which is based on class name and a random number. In which case updating the ship name does make sense. Oh, the Drama.</fo

3 Replies 8,308 Views

I have to say this seems to be a bit of a non-issue, at least from my point of view. You're dealing with a random system here (I'm pretty sure planets and classes are randomly allocated)... Let's say that under the abundant setting there is a 66% chance that a star system will contain a habitable planet. It's entirely possible (but unlikely) that one whole side of the galaxy will be completely devoid of habitable planets and that the other portion of t

29 Replies 38,950 Views

Hehe, possibly mate, possibly. On the other hand the topic of this post is rather suggestive of another possibility. What, indeed, did happen to principles? Some would rather die than submit to perceived tyranny, and many have died doing just that. It seems however that the AI is rather too pragmatic on that note. I enjoy a little more backbone in at least some of my opponents. Perhaps I'd have enough respect for a show of strength in the face of overw

14 Replies 14,396 Views

I once made the AI give me about 10 planets (leaving him with one planet left) for a peace treaty. Then I invaded his last planet. I did the same thing with the other two AI's I was at war with. My alignment didn't suffer (such an act is both dishonorable and evil imo) and the last AI to whom I offered peace for planets didn't seem all that concerned about the treachery I had perpetrated against his allies in a simliar deal. The AI needs a m

14 Replies 14,396 Views

Been in the position of having to do quite a lot of these recently. One element of the system which seems odd is the number of soldiers which fight on the enemy side. It is the entire population of the planet. That every single citizen of every single race (no matter their alignment or moral attributes) would bear arms against an intruder is rather strange. I also don't like the idea that my troops are in effect completely slaught

46 Replies 29,676 Views

Yeah I guess it does, sorta But that wasn't my intent. I was playing the Thalan and so all my designs were supposed to have insectish looks. This is one was meant to look like a spider Trouble is there aren't enough spindly bits in the extras section at the moment. Wonder if it's possible to add custom pieces?

26 Replies 19,136 Views

The new AI works similarly to how you suggest rogerano. However, what it doesn't do, which I'd like to do even if some won't like it, is have the AI actually tell you to move your ships or make demands on the player. Cool! Also imo telling the player to back off is a bloody great idea.

7 Replies 7,487 Views