Kinda interesting idea, but I go play NWN if there is role playing and character stuff to be had. This is a hunking big chuck of heavy metal empire simulator here... RWAR! I'm not sure there is a place for individual ship personalities. Other space games try to blend the two - but from what I've picked up this wont be one of them.
rogerano
The map is 3D... hold down your middle mouse button and move up / down to tilt the viewing angle... I lol'd. That isn't 3D my fine friend! That's being able to view a 2D map _in_ 3D. I was joking, but a 3D map is one with X, Y, and Z coordinates.
Ah righto. Yeah agree regarding sizemods and miniturisation. Broken
Cost does seem high. I think tweaking of the calculations are needed. Upgrades are an excellent idea both in terms of efficiency and strategy. Sorry, I have to indulge myself here This is how I would have calculated cost and time (God I'm vain!): - Distance to nearest colony increases both time and cost. Time = pc to colony / ship speed. Cost = difference to current configur
Mmmm. Great ideas there. Especially the starbase rally point for constructors. - Extension of point 2: List the exact bonus value as it relates to planet quality, if appropriate. For example if the planet quality is 10 and you're presented with an option to increase planet quality by 16%, list how many extra tiles you would receive. - Drag and drop planet improvements? Nice-to-have feature I suppose. Interface doesn't seem to have
Yep 1-3 planets don't makse sense. a) Too many colonies to manage b) what additional gameplay would it really add? I also play on gigantic maps and find that 12+ planets are commonish. 16,17,18 etc. Not seen many 20+ yet but that's probably a random thing.
Reckon they should be linked.
Lol. No. I'm explicitly refering to the SPENDING figure. Not morale boosting or maintenance. But thanks for your replies, I read the manual and have discovered all I need to know about spending. It says something like "if a planet is not engaged in military or social production, the spending figure should be zero." It's never zero. This has been raised somewhere else I think. In any case
Errrr yeah. The system you propose appears to require a radical change to the gameplay engine. Or something like that.
Look, really, nothing complex needs to happen here. If I've managed to convince anybody that scaling component sizes is broken, then there is a simple solution. Fixed component sizes (for those that make sense) are the go. - Weapons, defense, sensors, and special function components should be fixed in size. - Life support and engines should scale to hull size. This change is simple, logical, and enhances the perceived usefuln
ummm ... ummm ... huh? I need to research universal translators. brb.
Agree with ProudCanadian's comments re minor race techs. They're called a minor race for a reason... I suspect however that the dev team is aware of the problems. I can't bring myself to assume the minor races in their current state will be the final implementation However I have some different feedback to what's already been given. I find the distributed nature of minor r
I think it does, but not in the starbase bonus section of the screen. In 4b it was shown as part of the production bonus figure listed in the same box as the morale and economic figures. On planets where I had no improvement based bonuses, but had a fully equiped economic starbase within range, a production bonus of 210% was listed. Coincidentially the starbase production bonus was 210%.
The main screen - the screen one seens upon starting the game. It looks pretty but fails to convey a sense of... anything... Other than that the game is related to space. Could I suggest that an in-game fleet battle loop be played there? Not a rendered video, but an actual fleet battle rendered on the fly. Give the player a hint of things to come and a sneak look at some neato fleet battle action (something some players may never actually se
The minor race I-League racial color on the tactical map is a dark grey or possibly black color. Locating their ships in a section of the screen in which one has sensor coverage is nearly impossible. The AI should never be allowed to use difficult to see colors on the tactical map. I'm sure the art team are aware, but at least one pirate ship type does not appear to have been textured.
The "Spending" figure on the planetary improvement screen has often piqued my curiosity but I've never paid much attention to it. - What act of "spending" does it represent? I'm sure it's not related to maintenance because that is listed as a separate figure. - Does a planet always spend money, or will be absence of production (social and military) activities reduce spending to zero? - Is that what the figure represents? - I
I got: 22 for military production and 15 social production Unless I missed something in your post could this discrepency be explained by the presence of other factors? Perhaps you researched more military production technologies? As in Space Militarisation. Or perhaps your race has military production
My pirate introduction event was a simple statement about the development of the galaxy reaching a point where pirates become a notable presence. Update and interesting observation of combat: The uber pirate ship eventually made his slow way to my starbase, and destroyed it. He had 306 hp, 1 mass driver point, and 1 armour point. My starbase had 20 hp, 7 beam points, 7 mass driver points. Now... I don't know the mechanics so this
P.Pheonix: Yeah, there are a few that kinda do this, but we'll be making very small ones that won'd be more than a nub. RIght now any items that reorient your peices are big enough to be jewelry on their own. Cool! Just what the doctor ordered. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quote-Table"
Ummmmm. I lol'd when I saw a priate ship for the first time. In fact he's headed towards a starbase of mine as I write this. I'll give you a cookie if you can guess how many hit points the pirate ship has... Six? Sixteen? Ok ok twenty-four? Nope. No cookie. 306. THREE HUNDRED!?!!! zomg. Yah. I'm guessing the dev chaps know about this one?
complaint: main galaxy screen: after doing something to a ship such as moving or setting to sentry the focus changes to another ship. This is possibly the most annoying functionality I've ever experienced in a game.
I'm playing a good 4D game now but it's early stages. Will perform some solid experiments when the game has progressed further.
Same here
Large hulls have a lot more hitpoints. And most components that do get bigger only get a bit bigger. I have a journal entry on this somewhere that highlights that. A weapon that takes a 7 on a small hull might use 9 on a large hull. Some components are less suited for tiny hulls and others are less suited for large hulls depend
I was attempting to highlight the viability of spending research and manufacturing effort in order to firstly attain large hulls, and then fit them out and build them. To a certain extent the rewards for this effort are diminished because component size increases with hull size. There are more gameplay factors to consider, other than those you mentioned Popup. Without serious miniturisation efforts a large hull is barely more capable