Space Voyager

Space Voyager

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

Yes, but taking a new planet should increase the economic trade max and give you the opportunity to keep a bigger no. of ships without loosing money. I'm sorry for not being more specific, but I don't have the beta. Probably I should stay out of these feedbacks altogether... But it's hard...

68 Replies 22,350 Views

Just a thought; ship hard cap is unrealistic. The game should have an economic system that prevents far too big armadas. Having a huge number of traders etc. shouldn't increase your income indefinitely. A market can only trade a limited number of goods (if nobody needs more, nobody buys more) so the profits should be limited, perhaps not as a hard max with linear income untill you reach the max but as a root curve (I'm not sure this is the correct term in English). Also traders should h

68 Replies 22,350 Views

I don't see a problem with the realistic solar systems... From the screens I guess we can always imagine those are not solar systems but whole galaxies and what you see in them are the only noteworthy solar systems, represented by their "main" planet.

46 Replies 27,397 Views

I'm not playing the beta (I have no tpreordered the game, but I can agree with Paradoxnt about the loosing a whole fleet. It has no epic feeling if you can build the whole fleet in the matter of minutes and when loosing it matters little. My personal wish is that you can usually retreat with like a half (1/3...) of the fleet and repair it. And that the AI would do the same, naturally. Lately we hear a lot about the ease of jumping in/out of the system, space popcorn etc.. That kinda worries

482 Replies 357,162 Views

i have actually found bounty to be of small motivation when deciding which enemy to attack, it seems as if the credits would be better used for more ships or some other purpose. Yes, if you are at war or intend to be. If you're not and tend to develop economy the bounty seems like a viable choice. I don't have the beta though.

33 Replies 49,686 Views

Not that I have a say in this, but just a thought on no.6; ships should take some time to kill. Otherwise you get the celestial popcorn with no epic feeling.

24 Replies 7,811 Views

I agree antimatterless phase jumping can be very frustrating for anyone trying to chase an enemy ship. There are other ways of preventing the overload of partisan (jump in/jump out) tactics. Jump engines may need to recharge or cool down or something.

16 Replies 39,316 Views

Has this debate deteriorated or what? Moderators NEED to step in here and start deleting the tonnes of spam. And Schem, what the hell do you think gives you the justification to call people names all the time? You're the one constantly breathing upon people's necks because of the terms used, waiting for any mistake they make, however small it is. When it comes to your idiotic remark, everybody is stupid for "not getting that frozen means unusable in a very broad sense". And th

92 Replies 147,587 Views

On your way IN the effect would be pretty much the same as if it was just consumed: there is a portion of the AM that you cannot use for a period of time. The rate at which it become usable again is unknown. It could be the same as normal recharge or it could be slower or even faster for all we know. I seriously doubt that that it is permanent because that would encourage camping strategies. On the way OUT, however, it makes a huge difference because now no m

92 Replies 147,587 Views

Well, lemme see if I understood your question correctly. Instead of using up AM, jumping only renders some of it unusable for a period of time. No, this is just a part of one of out theories. Nothing like this has been said by the devs, thankfully.

92 Replies 147,587 Views

And it continues like that until the shields have received 100% damage in which they then fail. And hull damage beings to occur. It hasn't been mentioned at least to my knowledge if hull damage occurs as the shield are being hit ( perhaps due to impact stress? ) What does everyone else think? I though it was like that. Adn Schem didn't point out the info changing it, he just told me to think. Which is never a bad thing. <img src="http://images.stardo

64 Replies 86,706 Views

recharge, become usable again... lets not nitpick But these are the details that let us "theorise" about the system. Recharging is definitely in because (as Schem nailed it) the recharge is faster nearer to the stars. Recharging is IMO ok because you sort of gather or produce the AM. But "becomes usable again" is weird. It means that a part of your AM (this part would make it even more weird) is, as was proposed, frozen, than suddenly comes into acti

92 Replies 147,587 Views

I think the "lower the shields" Mechanic was removed to make room for this. otherwise it becomes too complex, too complicated and too powerful. When was this said?! Darn, I keep missing things! I thought it would prolongue the fights nicely though. And effectively make you attack several targets instead of fousing all onto one ship.

64 Replies 86,706 Views

that would render half your fleet useless with a couple of jumps. obviously you HAVE to get that portion back. there really isnt a way around it. It recharges when are out of hyperspace anyway. Your fleet wouldn't be able to fight after several successive jumps that would evaporate (or whatever) all the AM.

92 Replies 147,587 Views

I disagree on that. If the shields are more drained, they have less power remaining, I think the mitigation should remain the same. I agree, but we already know that the lower the shields, the slower they are decreased. Unless this has nothing to do with mitigation.

64 Replies 86,706 Views

Who said you get the AM back? From what Blair said in the upper quote there is no such thing as making it unusable for a limited time period. The act of jumping has a negative effect on antimatter that renders portions of it unuseable effectively consuming it. Consuming isn't storing temporarily. Or have I missed something?

92 Replies 147,587 Views

Antimatter isn't needed for the jump at all, but it evaporates in hyperspace... For whatever reason. This explains why a)the jump has a negative effect on AM and b)why you don't need the AM to make the jump.

92 Replies 147,587 Views

So the lower the shields, the bigger the flux? Perhaps because there is more "room" left for energy? Would that mean that it's not sensible to concentrate all fire on one vessel because it's shield resistance makes you throw away a lot of energy for nothing? It seems as though it is more sensible to slowly destroy the shields of several ships than try the quick breakthrough on one. Which seems like a great gameplay element!

64 Replies 86,706 Views