Space Voyager

Space Voyager

Joined Member # 2314234
6 Posts 266 Replies 10,010 Reputation

I love that this game is going to keep all ship classes useful through the whole game, regardless of tech level. This is essential for cap-ship only fleet prevention.

61 Replies 21,807 Views

This was talked about intensively. And extensively. We don't know if (3D) formations of any kind will be implemented. Jumping is just a step forward from this.

28 Replies 9,388 Views

But anyway, don't artificially FORCE players to limit the capitol ships. The devs have the right idea by making combined arms the way to go, rather than simply manipulating game mechanics to make players do it. That's what my "FORCE" meant. I didn't say one shoulod be limited with numbered limits. Just to make it more clear - I wrote but the game should FORCE you into this IMO. By price, upkeep and vunerability. Force by price,

29 Replies 10,470 Views

A balanced fleet will most likely spank a group of caps-only any day. Feel free to build all caps, but that strategy won't hold up in multiplayer (or when the AI gets to its final state). Plus I'm pretty sure that capital ship costs/requirements are already something that's going to be addressed in the future anyway. Phenomenal!

29 Replies 10,470 Views

shield mitigation is supposed to nullify or mostly nullify focus fire tactics This can only be done by making a usual battlefield (space used by two fleets facing each other etc.) much larger than the range of weapons. This way ships from one end can't fire at the ship on another... Also battlefields could be (reasonably) filled with asteroids, moons etc. to let them get in the way. Otherwise focusing fire is an always valid and even recommended tact

64 Replies 86,765 Views

I try to focus more on fleets with at the most 3-4 capital ships per fleet and 30-40 smaller frigates with a few cruisers. That is probably something of a good fleet consistution and what the game should aim for - but the game should FORCE you into this IMO. By price, upkeep and vunerability.

29 Replies 10,470 Views

Nobody is saying there should be one type of capital ships... I don't know where you got that from. And you shouldn't look at the absolute number of (any) ships US has. You should look at the relative numbers. How many destroyers, frigates and submarines are around one single carrier? And this carrier is the capital ship in Sins. But in Sins some have groups consisting of capitals only. This does not happen in reality and it takes all the "awe" factor of capital ships in a game

29 Replies 10,470 Views

I agree that cap ships could be milestones in the research/development. That would make them more valuable and rare. I don't know about the details though since I'm not a beta player.

29 Replies 10,470 Views

Kodiaks are a counter to specific types of units/situations but I don't want to elaborate on the full details of the counter network just yet. That's easy to guess, really. Kodiak comes (I'm sure of it) from codein, which is also used against diarrhea. So they are best employed when you need to go to the toilet.

61 Replies 21,807 Views

How do you reduce a bounty? Why do you think you should be able to?! It's not paid by you so you shouldn't have any influence! And even when you are the payer of the bounty there are reasons NOT to let you retract it. WARS were started based on this bounty. In reality there are perhaps ways of simply saying "I'm not paying this any more" but in reality there are also serious effects. You yourself could become a subject of attack etc.. This can't be done suffi

75 Replies 34,744 Views

I like your ideas, but they have the same flaw as the original ones... Correct me if I'm wrong BUT the bounty is not there to spawn pirates. This is a side effect. At least the original idea (as far as I remember it being told) was to give the other players/factions an incentive to attack the bounty's target. Some automatic reduction with killing pirates definiteyl negates this original idea because you won't know if the attack will pay out. In the beggining it se

75 Replies 34,744 Views

Star Treck generaly goes with the laws of phisics. Riiiight. Where it thinks it would be "cooler" it makes it's own, just like every other series that wants to have fans. And ships (in reality) do not need to move to turn. Any engine whose line of thrust doesn't pass through the center of ship's center of weight will turn it. Only one engine on one end of the

32 Replies 21,265 Views

So you limit yourself to a galaxy below 50 stars? Thats not a very fun game. (In my opinion.) It appears that the 3d galaxy map does affect game play for you. I have SOTS and BoB by the way and I never play on such a small map. I like the galaxy to be realistic as the game will let it. I want as many stars as possible. I played bigger maps, no worries. But the game looses a lot of it's fun after the whole tech tree is "spent". And if you choose a map with 30 stars

23 Replies 10,214 Views

Heh, SotS star map was definitely not disorientating unless you have a deficiency... Or you have created a 50+ stars galaxy. Not to mention that BoB expansion can show you a 3D zone of influence - something other space games will have problems finding an answer to. Sins is definitely not a game I'd try for it's star map. So far the developers have shown nothing except constant simplifications. I'm just waiting for an anouncement that the game will use sprites only because 3D ships could

23 Replies 10,214 Views

The Logic is if I put 500k on your head and you turned around and offered 800k to the pirates to not take the bounty job and leave you alone. You don't get it... The bounty isn't only for the pirates! I've been trying to get this through to you all along! You can pay the pirates (and that's why I proposed the "virtual bounty" that would apply to them alone) but it shouldn't affect the bounty being paid to other players that mean to profit on your misery!

75 Replies 34,744 Views

if your the weakest link is kind of cowardly IMO Sure, that's why similar systems are used in reality so often... Mercenaries for instance are used intensively even in Iraq. In a slightly different manner but nevertheless. When you don't want to get your hands dirty or can't afford others to know it's your doing, you do exaclty what this pirates system is doing. What bothers me is that one faction (let's say the player) will start a war because he pl

75 Replies 34,744 Views

I'm surprised so many people like these ideas. There is no logic behind them whatsoever. If I put out a prize on someone's head and he kills one of the murderers the promised prize is no smaller... It stays the same.

75 Replies 34,744 Views

It is most definitely NOT a good idea, neither of them IMO. If the bounty only affected the pirates I'd agree, but the bounty also affects all players! You can't persuade the giver of the bounty to lower it - he wants you dead after all, you can only pay one or the other faction (like the pirates) not to attack you inspite of the bounty. Perhaps an underlaying "virtual bounty" system could be set up just for the pirates. It would start as high as the real one but the destruction of the

75 Replies 34,744 Views

You can't "buy off" a bounty. The giver of the bounty won't lower it... What could be done is a way to pay off pirates; like giving the money (paying tribute) to the mobsters and lower the occurance of pirates. The bounty can't be lowered by your actions since you're not the one offering it or in the position to pay it out. So such payments should only influence the pirates and not the bounty as such.

75 Replies 34,744 Views