The_Last_Jedi

The_Last_Jedi

Joined Member # 2307899
7 Posts 149 Replies 731 Reputation

If the system is similar to GC2 there is no point in designing your own ground vehicles. Nor is there any real point if all you change is the visuals of ground vehicles. A ground unit designer has to have a meaningful impact in the combat.

4 Replies 19,127 Views

The biggest advantage to how its currently done is that it is obvious what you have and haven't explored. The more detail you put into the fog of war the less differentiation between it and the map and the more potentially confusing it could be for players. So any changes would need to take that into account.

7 Replies 11,760 Views

I don't see any advantages of mecha as an option over fighters or why they should be given a bonus to ground combat and fighters seemingly not. In fact, having fighters given their mobility and flexibility would probably be a more important. I'm not even sure if they would offer much in terms of mobility over fighters either. We've seen a number of shows/films/games where fighters in space do things like rotate around their axis without changing their velocity. S

30 Replies 68,606 Views

^ Oh, thanks for that. I started a new game and they were there. While I was there I knocked up a quick colony, which I reused to make a transport later on. Colony first. HHere is the transport. Used the core of the colony, just expanded the engines, got rid of the landing skids up the front and added the transport modules. Edit: removed broken image links

1,569 Replies 7,921,912 Views

My first scout. I called it the Atlas. My fighter craft, the Phantom. Basically reused the scout and expanded upon that. My heavy fighter/Corvette. Went with a bit of a different design, which I called the Arrow. Unfortunately I got use to relying on autosave and I did all this in one turn before I quite out. Since I didn't end the turn all I have left of these three are a couple of screenshots. </

1,569 Replies 7,921,912 Views

^ Imperium Galactica did just that, you started out with a small low level fleet and only a few planets on the map and it would expand as you hit story points that see you promoted. What it did which I don't think Supreme Commander did (IG did it for the whole game, whereas SC only did it per mission) was that the AI were active and that if you took too long to go through the early stages you'd get to the full galaxy and the big bad would be far too dominate and have

20 Replies 80,031 Views

I want tactical combat to be in the game, but if it isn't I'd still get the game since I enjoyed 2 a lot without it. It would be nice if they came up with a system where it encouraged diversity in your fleet instead of focusing so much on biggest hull is bestest. So that hull isn't just size that is also somewhat a role, though to be fair part of this is coupled with the fact I like Star Wars and Sins and would like to have a space carrier in the game. Anyway,

411 Replies 1,959,810 Views

I can understand why you wouldn't want to give a player a Titan as a flagship but it would be nice if the flagship model was a bit different than the standard model. Something to make it look a bit tougher or more like a CnC vessel. Not really important, but it would be a nice touch.

28 Replies 39,854 Views

Been patiently waiting for a Entrenchment friendly version to come and have enjoyed my short little play through on easy on a small map to just check out what ships were their and the research options. The clear popup windows are a bit hard to read at times would be my only complaint, but once I get use to what does what I won't even bother with them, so I guess it is quite minor. I was just wondering if there were any future plans to swap out the pirates and militias for Trek s

5,100 Replies 12,726,797 Views

Here's a new one a created the other day. Its a bit different from what I usually do. [IMG]http://i154.photobucket.com/albums/s248/jrofeta/Carzakescort7.jpg[/IMG] Edit: New ship, based on the large hull. Similar design characteristics as above. [IMG]http://i154.photobucket.com/albums/s248/jrofeta/Form01.jpg[/IMG]

307 Replies 862,409 Views

Here are a few I've done recently. [IMG]http://i154.photobucket.com/albums/s248/jrofeta/Image5.jpg[/IMG] [IMG]http://i154.photobucket.com/albums/s248/jrofeta/Image7.jpg[/IMG] [IMG]http://i154.photobucket.com/albums/s248/jrofeta/Image14.jpg[/IMG] [IMG]http://i154.photobucket.com/albums/s248/jrofeta/Image9.jpg[/IMG] [IMG]http://i154.photobucket.com/albums/s248/jrofeta/Image16.jpg[/IMG]

307 Replies 862,409 Views

Another thing that gave SOTS a bit more flavour were the random events and the mix of things that might defend planets, such as the space wasps, derelict, asteroid monitor or the soul crushing colony trap. It just spiced it up that at any moment something really bad might happen and you could lose an entire fleet or planet. Sins also reminds me of a RTS called Conquest: Frontier Wars that came out in 2001.

44 Replies 44,847 Views

Don't forget about the pirates, if you are playing a map with them use them. They are really good at tying up your enemy's fleet and attention. Early in the game they are also useful for getting some experience for you capital ship.

14 Replies 17,761 Views

It's in research under the tab, Fleet Logistics. There are two sections, the top when researched increases the number of capital ships you can build, the bottom with give you more fleet supply.

2 Replies 9,546 Views